Show Some Sympathy: I8 guide to team support emp


abnormal_joe

 

Posted


Show some sympathy: Trashman’s guide to team support empathy

Hello, and welcome to the team support empathy defender guide! I am your host, Trashman. Now, first things first, ignore the idiots. YOU ARE NOT A HEALER. You are, in fact, a buffer more to speak, since 5 out of 9 of your powers are buffs, and although your heals are important, they are less important than your buffs..

Now you may ask yourself: Why would I trust someone who’s name in Trashman? Well, normally you wouldn’t, but for this discussion, you will. I have had two team support defenders go past their 40s, one my kin, and the other my emp which made it to 50. I have been playing since beta and have only taken a short break to play WoW which I thoroughly regret. So, you should assume that I have some vague idea of how the game works. Just a hunch.

The guide is separated into five parts: the first one talks about what exactly is a team support empathy defender, the second one describes the powerset itself, the third is your powers where I will also discuss secondaries, the forth, the biggerest one, will talk about strategy, playing, and anything else I skipped, and the fifth is where I tell you to get the hell out of the guide and to play outside or something. Oh and if I say emp, just assume I’m talking about a team support one unless…I’m not. In that case you’re screwed.

I am assuming that you are PVEing but I will discuss PVP in the forth part. The forth part is probably the most important part, parts 1-3 are for n00bs trying to get better (If you actually are new, don’t take offense. If you need any help with anything personal…I mean in game that has to do with your emp, you can reach me in game @Trashman. ) where as the 4th part is for team support emps trying to better themselves. And please, if you are mad at me about something in this guide, if it’s the idea of a team support empathy and not the actual guide itself, don’t bother. I’m not here to start a debate. If you desperately need to attack me, PM me. I will argue with you all day long if you want.

Speaking of attacking, I will be focusing on three secondaries: Psy, Rad, and Dark. They have the best secondary effects for teaming.

Part I: But I wanna heal!

Empathy is one of the most team intensive builds out there. It has created the most controversy of probably all the defender class. And it’s the most misunderstood.

In order to understand empathy, you must see it not as a healer. In fact, if I even hear the word healer come out of your mouth in reference to empathy, I will personally eat your soul. I’ve done it before.

Empathy is about buffs. 5 out of the 9 powers in the set are buffs. We should be getting “R U BUFF3r?????” instead of the usual “R U H3aLORZ????”. But don’t call it a buffer either. Call it empathy, because to maximize the set’s power to its fullest, you have to use all the powers in synergy.

Finally, you have to understand the benefits, the disadvantages, and the differences of a balanced empathy, a “pure” healer, and a “pure” empathy. That way, you can find if a team support emp is right for you without reading any further.

A balanced emp uses both their primary and secondary powers to better either the team or just to attack. The benefits of a balanced emp is that they are A) They have the potential to outperform team support empathy since they have both their attacks and primaries enhanced (Although, if you give everyone a 10% extra boost to everything that the balanced emp didn’t, it might even out) B) They have much more solo capability C) It is a more widely accepted build. The disadvantages of it is A) It takes a while for you to enhance both your attacks and primaries B) You may be so caught up in blasting you forget to buff C) They may have to skip useful powers for attacks

A “pure” healer is an emp who focuses on his heals. The benefit is…actually I can’t find a benefit. The problem with this is that you lose out on buffs; you are leeching waiting for something to happen that will make you heal, and you aren’t contributing to a team.

Finally, a “pure” empathy is a label more than an actual idea. It is used for many things, some use it as a label for an empathy that takes all or most of both their secondary and primary powers some use it as one who focuses on primaries. In fact, this guide can be described as a “pure” empathy, but I don’t. I added this in here so if you are patrolling the forums and you see “pure” empathy, you know to expect that it can be anything. By the way, if you’re wondering, I consider a “pure” empathy someone who takes all his primaries and secondaries, Recall friend and tp, and all of one of the ancillary powersets.


Part 2: Ok, so its not a healing set. But I have been living under a rock for the past 5 years and I don’t know what empathy is. Could you tell me?

Empathy is a good buffing tool. It’s the most team intensive set out there. And its probably the most sought after powerset followed closely by rad. That’s all I really have to say now on to…

Part 3: ZOMG! Powers!

Now for the powers. I will list the primary first, then the power pools that are good for you, and then the secondaries. I will list other uses in the forth section for powers that you might not think of…

I will list the powers like such…

14. 2I win button: (3lvl 10) 4Your ub3rness power, you press this button and all enemies on the map die instantly. You will also regain all health and end. Instantanous recharge and 0 end use.

5Comments: This power is a must, since all the other powers suck. Take it as soon as possible and dominate!

6Slotting: 6 slot with 3 uber and 3 l33t enhancements

1. The place in the order in which the power is…
2. Name of power
3. Level you get it at
4. Basic facts about it
5. My opinion on it
6. Recommended slotting. It is assumed that enhancements are SOs


Primary-Empathy

1. Healing Aura : (lvl 1) Its your PBAOE (Where it spreads out in a circle around you) that you will use as both a filler heal between your Heal Other and your usual counter attack to AOEs. It heals about 1/5 of your hp fully slotted.

Comments: This power you should probably take at either lvl 1 or 2. It doesn’t matter: Their all good. Use this as a filler between heals and as a counter heal to AOEs.

Slotting: 6 slotted 3 heal 2 recharge and 1 end redux

2. Heal Other : (Lvl 1) Its your single target heal, does more healing than heal aura. Does about twice as much healing as Heal Aura.

Comments: This power you should take, again, at either lvl 1 or 2. Treat it just like healing aura, except more personal. Use it for when single oriented attacks hit someone.

3. Absorb Pain : (lvl 2) Its your mega ultra single target heal, capable of healing anything below a tank back to full health. Takes away some of your health and leaves you incapable of healing yourself with the exception of Regen Aura

Comments: This power is probably the least taken power out of all the primaries, but you will probably want to take it at level 4. Why at level 4? Well first of all you will have three heals at you disposal that allow you more leeway. Secondly you wont have any good team attacks by level 4.

Slotting: Doesn’t need any, maybe one heal would suffice.

4. Resurrect : (lvl 6) Bring em up bring em up! What I’m not hip? This is your Oh ***** power that you will use if something goes down that’s bad. Don’t feel bad if you have to use it…if your like me and try to keep count of the deaths (I lost count) you’ll hate this power.

Comments: Again, stuff goes down that you cant control, and you have to use it. Pick it up, even if you’re prefect, you’ll need it once every two teams at least.

Slotting: 1 recharge should suffice.
You should be seeing a pattern here. Basically, take all primary powers as soon as you can.

5. Clear Mind : (lvl 8) Releases people from mezes, holds, etc. The one thing it does not protect against is HIV and knockback. So those pesky COT earthquakes are still a nuisance.

Comments: Just keep it up. Keep the buff up. You would be surprised the rise in efficiency this will do. Only you will be mezzed.

Slotting: Again, 1 enhancement, probably recharge is best, would suffice.

6. Fortitude : (lvl 12) Ah, the apple of my eye. Fort is probably one of the best buffs in the game. This increases acc, damage, and defense by a sizable amount.

Comments: Very good buff, again, take it please as soon as you can. If you hate this guide, at least take this advice: Take it as soon as you can.

Slotting: 3 recharge, 3 defense buffs (or substitute a 1 to-hit buff in the 3 defense buffs)

7. Recovery Aura : (lvl 18) OMG! RA! Yes the infamous RA. Enhances everyone within range’s end recovery. Get it. Love it.

Comments: Get it. One of the highlights of the empathy powerset. This and its brother Regeneration Aura are the best…

Slotting: 3 recharge, 3 end mod

8. Regeneration Aura : (lvl 26) Same as RA, but raises the health regen of everyone around you.

Comments: Ok, some people hate it and most people love it. Believe me; it’s like having heal aura on auto. Which you shouldn’t do.

Slotting: 3 recharge, 3 heal

9. Adrenalin Boost : (lvl 32) Your I win power. It raises the target’s end recovery, health regen, and recharge to where its like a regen scrapper on crack. This turns blasters into tank mages.

Comments: If you don’t get this I shoot.

Slotting: 3 recharge, 2 heal, 1 end mod (I believe without the end mod it doesn’t make blasters recover their end after a nova)

Power Pools:
Fitness : Ok, you DO NOT need this. I am adding this in there as a choice. Basically, if you choose this, because I know you want to choose this for stamina, you have to either take out 3 secondaries, your leadership, or some of your primaries. You may want this, but I don’t recommend this. Why?

1). You are almost always on a team. Chances are, others are going to have some kind of end recovery buff.

2). You have recovery aura.

3). You have to take out some vital team powers.

Leadership : I full heartedly recommend this. I will discuss why it helps in my forth part, but for now, trust me on this.

Maneuvers : Increases the defense for everyone in range. 3 defense and 1 end redux suggested. Every little bit helps, and again I discuss a further use for this in the forth section.

Assault : Increases the attack of everyone in range. Suggest slotting is 1 end redux.

Tactics : Increases the to-hit of everyone in range. Suggested slotting is 3 to-hit buffs, 1 end redux.

Vengeance : Greatly increases the defense, to-hit, damage, and heals everyone in range when activated. Must be targeting a dead teammate. Suggested slotting is 2 heal 2 defense 2 to-hit

Concealment : This has two powers that are good for empathies, grant invisibility and stealth.

Grant Invisibility : This power makes one teammate invisible and increases his defense. 3 defense and 1 end redux.

Stealth : This power makes you harder to detect by enemies. This is good for an empathy since it reduces the agro you will get. 2 end redux.

Speed & Teleportation : These two powersets are good because both of the movement powers require two powers that are good for an emp.

Hasten : Increases the recharge of all of your attacks. 3 recharges.

Recall friend : Recalls a friend to your location. Helpful if you need to resurrect someone that’s far away from you.

Now we have a choice between super speed or teleportation. Superspeed is easier to use, but teleportation gets there quicker and you don’t have to go over obstacles. Your choice.

Secondaries: There are 3 secondaries that are good for a team support emp: Psy, Rad, and Dark. I will go over the optimal powers from it.

Psy - It focuses on control. If you want to be a semi-controller, this is the secondary for you.

1. Will Domination : Makes em take a nap.
2. Psionic Tornado : Rolls over them like a…tornado
3. Scramble Thoughts : Disorients them.

Rad - Reduces their defense.

1. Irradiate : Emits Radiation all around you. That ruins anyone’s day and lowers their defense. Win-win…except for them of course.
2. Electron Haze : Knocks down things, and of course lowers their defense.
3. Neutron Bomb : Everyone gets radiation!

Dark - Reduces to-hit and controls them. Jack-of-all trades. Sitting on the fence and not man enough to go on a side? This is for you!

1. Dark Pit : Disorients all of them.
2. Tenebrous Tentacles : Immobilizes, reduces their to-hit buffs, and has fluffiness of doom! All the good stuff.
3. Night Fall : Makes it hella hard to see you. Reduces their to-hit buff.

So which is my pick? I am biased, but dark. Rad seems to be just –defense and psy is mostly single target control except tornado which is a little unpredictable.

So, we have all that out of the way, maybe we can get on to…

Part 4: How to emp!

So here it is the long one. The manifesto. The thing that will hopefully make you come away from this guide feeling like you can take on the world. Ooo la la. This forth part will be divided up into…four parts. Teaming, use of powers, level strategies, and miscellaneous stuff.

[u]Teaming: The bane of my sanity [u]

Ah teams. Can’t stand them, can’t level without them. And this is where most emps fail: They can’t find a team.

Now you could just type in “lvl ___ team support emp lft” and hope you get lucky. Or…

You could make your own team. This is the best choice ever. The problem with putting yourself out (/e giggle) is that you can get really sucky teams. Actually, you do get really sucky teams. You will get really sucky teams. That’s not to say they won’t work. I’ve joined teams that sucked really bad but when I came on there they became below average. But when you make your own team, you will be the decider. You can control what happens. Only YOU can stop forest fires and bad teams.

But ask yourself, what happens if I don’t have enough time to make a team? Enough time is at least one hour. Well, get yerself a blaster and sk him up. Try to get it within your “power” range. Ie: If you have SOs, try to get someone with SOs. If you have a tier 9 power, get someone with a Tier 9 power. Things like that. This is your solo. Focus all buffs on the blaster and alternate RA and AB. This practice is known as Tank-Maging.

But what about a big team? Say you have an hour or more to spare, what about then? (By the way, the more is better since every moment a team works together, they get more comfortable, start knowing each other’s playing styles, and start having more leeway for mistakes since someone is probably going be there to cover them). But to do this we need…

Trashman’s mini guide to a ubtastic team

Ok lets take this step by step.

1. Preparation. Make sure you have enough time. Pick a contact whose villain group is easy to handle and make sure you have a door mission coming up. If it’s a hunt, clear it. Nothing says I’m a bad leader more than someone who doesn’t know which mission they are going to do. Make sure your difficulty slider is set to the level you want (Just some advice, 1-15 heroic, 15-22 tenacious, 22-26 Rugged, 26-32 Unyielding, and 32-50 invincible. You may be able to move up a level based on your team or your own skill, I started doing invincible at 22, but the levels I gave are just the minimal level you should shoot for.)
2. Team composer. Have a team that is +1 -1 to your level unless your playing invinc or someone has a friend that fits your AT needs. A perfect team composer for an emp would be:
1 Ice/Ice Tank
1 BS/Regen scrap
1 Rad/Rad Psy defender
1 You
2 Mind/TA controllers
1 Fire/Dev blaster
1 AR/Dev blaster

But since that doesn’t always work, and you’ll probably never even have that kind of team in your career, so we’ll whittle it down to:
1 Tank
1 Scrap
2 Defender (1 of which is you)
2 Controllers
2 Blasters

This set-up should make up 95% of your teams and shouldn’t be that hard to start, maybe 10 minutes. Try to not get the same type of powersets, especially emp. It gets confusing with the same buffs. In later levels it will get harder, but if your still looking just start the team you have on a mission. If you absolutely cant do that, then try:

5 Support
3 Damage

Tanks are support by the way. This is only last resort. Note, any team composer can work. These are just the best ways to make them.

3. Missioning. That’s right, now you start the missions. Select your missions. Now, this is important: Rule with an iron fist. If anyone questions your judgment, be aggressive. Explain to them why your right and they need to go to hell. Well, don't say that exactly, but enforce it. I wouldn't use the kick button unless he/she is really really detrimental to a team, but instead hold your ground. He/she will either adhere to it or leave. You should also develop your own "spin" to teams. Make it your own. I for instance, labeled one of the players as a scapegoat and said if anything goes wrong, its his or her fault. I of course am careful of who I choose, I usually choose someone know has a fifty because they are usually more relaxed or someone who I can see is "loose".

[u]Powers: Your I win buttons.[u]

Ok, I will run down the powers again except I will now give strategic and other uses of your primary and power pools.

1. Heal Aura - When other people see green little numbers over there head, they seem to get a boost of confidence, even if your not taking any damage. So just hit it every few moments even if your not taking damage. And try to hit it when you see an AOE coming.

2. Heal Other - Again, same as heal aura. Do this too blaster, they especially like when they see it.

3. Absorb Pain - Truthfully, its only use is to heal tanks when their about to die and as a last resort heal. Not really any strategic advantage.

4. Resurrect - The best strategic value of this thing is don't use it. Claim you have it, and your teammates will be a little looser on how they attack. Not a whole lot, just a little.One of the main problems with teams is that they don't know how far they can go. When your on the team with this build, they can go really far. This is one of those ways to make them work to the teams fullest potential.

5. Clear Mind - *puts on unstoppable* Keep this buffed on everyone. *dodges the bullets and flames* Seriously. I did it throughout my emp career. This puppy will let your team go and go unless you have one of those pesky earthquakes. Again, raises their confidence.

6. Fortitude - Fully buffed, you can consistently keep this on 4 people, and inconsistently keep it on 5. I recommend going for 4 people. Using my 1 tank, 1 scrap, 2 def, 2 controller, and 2 blaster set up, keep it on the tank, scrap, and 2 blasters. If your team has a different set up, adapt.

7. Recovery Aura - Just saying "Gather for RA" makes people giggle with joy. This just raises moral.

8. Regen Aura - Don't you dare say this is useless. This is like heal aura on auto, which by the way, you really shouldn't do. This gives the same moral boost as the other RA.

9. Adrenalin Boost - Ok, this makes the target feel invincible. Because, in fact, he/she is. I had one blaster die with this puppy on, and that was when he was herding +2s to nova and my phone rang. Well, maybe not. But in a full team, keep this baby stored until a crazy blaster esplodes and leaves a gooey mess everywhere (of blood you sickos). This will make them regen end.

Power Pools

Grant Invis - This makes it so those crazy esploding blasters don't agro anything else and wipe the whole team. You know how they are... I'd recommend not invising the tank, although the stealth suppression should kick in once in combat.


Maneuvers, Assault, Tactics, Vengeance - These all suffer from the placebo affect. In other words, even if they are not that large of a buff, the team will still feel that they are being helped tremendously. The size of their buff window directly corresponds to their confidence level. The most startling one is vengeance. Don't get me wrong, its a great power, but it also offsets some of the frustration of someone dying. Add a bind that says something like, "$Target, your death shall not be in vain! By the power within me, we shall have vengeance!". It starts making people feel butterflies in their stomach.

Hasten -Not really anything here...

Recall Friend -Great power. If you use Teleport correctly, you'll be the first one there. It also allows you to pull people outta combat to heal/rez them.

Teleport -Ok, this may be a longshot and hard to do, I never did this, but this could be for dramatic effect. If your a blaster, about to be dead, and suddenly a flashing light comes and before you know it your back to full health, dont you think that it would just be a wow effect? Again, just a thought.

[u]Leveling Strategies: Fighting the good fight[u]

Ok, here it goes...

1-10 : The first few levels are easy. Solo is probably your best bet 1-4, and then sewer teams. Don't join a sewer team until you have gotten heal other and heal aura. This time is a good practice of crisis management. You'll be running around with a bunch of underpreforming heroes who dont have a grasp on their powers, and all you have are your heals. Take this time to practice it. There will be times when all you buffs are set up and yet you still have people dropping to red everywhere, and thats when its time to go into healer mode. Use it. After a sewer team, try making a regular team.

10-20 : At level 10 you'll have rez, cm, your pre requisite to your travel power, and your 3 heals. Make a hollows team and work on that. You are trying to practice making teams where the debt aint that bad and people arent tired of their characters just yet. At level 12 you should have fort. You probably will only be able to get 2 people buffed. Also, dont buy DOs unless your funded. Wait for SOs to buy enhancments. At about level 15 you want to divert from the hollows and either try a TF or a regular team. The reason for this is that you will now have a travel power and being confined in one zone is not such a necissity. I recommend skipping the Positron TF, but if you can get skd into the Synapse, thats alot of fun. At 18 you'll get RA. By this time you will be keeping up alot of buffs, but don't worry if its hard. It'll get easier once you get used to it.

20-30 : Ah the glory levels. By now most of your buffs are in place and at 22 or 25 (depending on if your funded) you'll start getting SOs. You'll also be getting better and better and making teams. I had the funnest time of my career at this point. I made alot of my friends and got alot of my complements at this stage. At 26 you'll have the other RA, probably all your leaderships in place. By 30 you should have all your buffs except AB. You will also be fully slotted for SOs. Just make teams, set it on whatever setting you can handle, and do anything and everthing. SI and Croatoa are really good mission spots.

30-35 : I put till 35 because 35-42 is one of the largest stretches. You will be a buff machine by now, and nothing will be able to stop your teams. At 32 you will become a complete buffer, although your attacks and epics will not yet be in place. 35 is your first attack, and probably will be your best debuff/hold. Just do the same as 20-30.

35-42 : ...So...many...painful...memories...Very very hard. I actually thought of quitting at this point. One of the problems of these levels is that you don't seem to be going anywhere, since most of your powers are in place already. The other problem is lack of content. Missions are plentiful, but your not doing anything meaningful. You feel very powerful, yet your still finding out who kidnapped Billy Joe. Just keep making teams or wait for a higher level team to sk you. They are keen on "healers". But, once you get past this, its easy sailing into

42-50 : Much easier. You suddenly are fighting the toughest baddies in all the land and your attacks and buffs are fully functional. You basically have 8 levels to fool around. You will be so in tune with your emp its going to be crazy. You also have 3 levels of anything you want. 3 powers of anything you want. I recommend the energy APP (conserve energy and power boost) and stealth. Basically all you do here is use your masterfully tuned mission leading skills and talk your way into high level teams. I was going slow at first from 43-44 but at 44 it clicked and I went 6 levels in a week.

[u]The other stuff: Why is this in here? [u]

This is where I address anything that pops up in either things you bring up to my attention that doesnt fit in the guide or just random things that pop to my mind. This will probably be ever changing in my guide.

PVP

I dont PVP much, but I used to belong to a SG that did, so I learned a thing or too. The bad thing about PVP is that usually ATs have to go out of their usual PVE roles and go into something else (Ie: Blasters have to become blasters, tanks have to get more agressive and cant hold the agro of everyone, etc etc). The great thing about you is you don't. Every single power can be transferred over to PVP. You dont have to change anything. The reason why is that people still like pure team emps. Actually, they tend to hate emps that attack more. So my advice for PVP is: Nothing. Use everything from PVE. Just remember that you will die alot.

Hami Raids



Ok, I was a noob at this until recently, but I'll rundown on what you should do.



First off, find out what the time is. Its usually posted in the MOTD of the Hami Raid channel. Then get there about 10 minutes before hand. Shout out that your looking for a group flight team or taunt team. You can do either one, although you may want to choose one over the other.



[u] group flight team [u]-There is a "healing bubble" in a hami raid. Basically its a big dispersion bubble with a bunch of emps in it that everyone follows to not die. Basically this is one of those teams. It will not be comprised of only emps, but there will be usually a leader with group flight who invites people without group flight. That way everyone can be in the dispersion bubble. Your job is to follow the targetter around (the person designated to target the mitos that people need to attack) and put heal aura on auto, which is the only time you should do it. If you want to be good, throw some buffs around and rez the dead.



[u] Taunt team [u]-It starts out the same as group flight, except that it is composed of only emps and a tank, and when you take out some mitos and clear a spot for the tank, the tank then goes down and agros hamidon. You are to go down, get a safe distance away, and buff him. Throw everything you got on him, excluding RAs since you dont want to go near him. That will be your job for the rest of the time.

Your choice. I like the taunt team.

Choas Teams

You will find that there are teams out there that are very hard to manage. Its not that they’re bad (although that may be the case). Its usually that it’s a situation where its hard to buff and heal your team. There are two instances of where this can happen.

Case 1 : The most common case. Its usually on an outdoor map, with a bunch self confident heroes, usually 50s. Here’s the deal: The team starts getting faster and faster, and people either start falling behind or getting ahead. So the team is now split into two groups, each one not willing to go to the other. So they keep fighting, and find they are just doing fine. Which creates a problem. You usually have a system of buffs, selecting the first selection on the list and going down the team. The solution? Its much harder to solve than case 2, although less of a problem when it happens. Try to round everyone up. But since usually the second group is just lagging behind and not fighting, just try and deal with it and buff the team that is fighting.

Case 2 : Less common, but more of a problem. This happens at lower levels when the lower levels are either too cocky or don’t know what their doing. Basically everyone is trying to take the alpha, damage, and control. Everyone wants to be the hero of the day, and you have to step up. The solution is to yell at them a bit.

My build

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Silander
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Dark Blast
---------------------------------------------
01) --> Healing Aura==> TH_Buf(1)Heal(3)Rechg(3)Rechg(5)EndRdx(5)EndRdx(7)
01) --> Dark Blast==> TH_DeBuf(1)
02) --> Heal Other==> Heal(2)Heal(7)EndRdx(9)EndRdx(9)Rechg(11)Rechg(11)
04) --> Absorb Pain==> Heal(4)Rechg(46)Heal(48)
06) --> Resurrect==> Rechg(6)
08) --> Clear Mind==> Rechg(8)
10) --> Recall Friend==> Range(10)Range(46)
12) --> Fortitude==> DefBuf(12)DefBuf(13)TH_DeBuf(13)Rechg(15)Rechg(15)Rechg(17)
14) --> Teleport==> Range(14)Range(17)Range(19)EndRdx(19)
16) --> Maneuvers==> DefBuf(16)DefBuf(21)DefBuf(21)EndRdx(23)
18) --> Recovery Aura==> EndMod(18)EndMod(23)EndMod(25)Rechg(25)Rechg(27)Rechg(27)
20) --> Assault==> EndRdx(20)EndRdx(48)
22) --> Tactics==> TH_Buf(22)TH_Buf(29)TH_Buf(29)EndRdx(31)
24) --> Vengeance==> DefBuf(24)DefBuf(31)Heal(31)Heal(33)TH_Buf(33)TH_Buf(33)
26) --> Regeneration Aura==> Heal(26)Heal(34)Heal(34)Rechg(34)Rechg(36)Rechg(36)
28) --> Hasten==> Rechg(28)Rechg(36)Rechg(37)
30) --> Grant Invisibility==> DefBuf(30)DefBuf(37)DefBuf(37)EndRdx(39)
32) --> Adrenalin Boost==> EndMod(32)Heal(39)Heal(39)Rechg(40)Rechg(40)Rechg(40)
35) --> Dark Pit==> Acc(35)Rechg(42)Rechg(43)DisDur(43)
38) --> Tenebrous Tentacles==> Acc(38)TH_DeBuf(42)TH_DeBuf(45)
41) --> Night Fall==> Acc(41)TH_DeBuf(42)Rechg(43)TH_DeBuf(46)
44) --> Conserve Power==> Rechg(44)Rechg(45)Rechg(45)
47) --> Stealth==> EndRdx(47)EndRdx(48)DefBuf(50)
49) --> Power Build Up==> Rechg(49)Rechg(50)TH_Buf(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
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Part 5: You dont have to stay home but you cant stay here!

Well thats it everyone. I'll be updating this every...update. If you have any questions, PM me or contact me in game @Trashman. If you have any comments about the guide, just reply to the post. Thanks everyone for reading, and I wish you a merry <insert upcoming holiday here>.


 

Posted

[ QUOTE ]
Secondaries: There are 3 secondaries that are good for a team support emp: Psy, Rad, and Dark. I will go over the optimal powers from it.

[/ QUOTE ]
I would add Sonic. You get:
<ul type="square">[*]AoE knockback[*]Single target disorient[*]AoE sleep[*]and... most importantly... attacks that debuff enemy damage resistance (even level enemies take a 20% hit from defenders).[/list]Very nice!


 

Posted

[ QUOTE ]
[ QUOTE ]
Secondaries: There are 3 secondaries that are good for a team support emp: Psy, Rad, and Dark. I will go over the optimal powers from it.

[/ QUOTE ]
I would add Sonic. You get:
<ul type="square">[*]AoE knockback[*]Single target disorient[*]AoE sleep[*]and... most importantly... attacks that debuff enemy damage resistance (even level enemies take a 20% hit from defenders).[/list]Very nice!

[/ QUOTE ]

After I added it, I thought that sonic would be a good secondary. I will have to play with it for a while and I'll probably add it in my next guide.