What's a good secondary for EMP?


Aggelakis

 

Posted

Normally I would ask this in the Defenders forum but there's barely any people there and I usually get better replies here.

So, what should it be? I'm trying to go all support and I'll mostly be teaming. I know I'm not looking for a DPS secondary, since I don't care about damage this time.

I was thinking Dark Blast, for the accuracy debuffs and some controls to help the team out. What do you guys think?


 

Posted

Dark Blast would help reduce the enemy's chance to hit your team.
Dual Pistol's Toxic damage (one of the Swap Ammo options) includes -dmg, which would reduce the damage taken when they do hit.
Ice Blast includes slows, which reduces how often enemies can hit (as well as having a couple holds).
Psychic Blast also includes -Recharge, like Ice.
Elec Blast includes -End -Recovery can prevent enemies from attacking IF you can get them to zero.
Rad Includes -Def, which IMO is largely useless later in the game on its own (it can have the -Res proc slotted in it, though)
Sonic includes -Res, which makes your team do more damage (and combines well with +Damage buffs in a multiplicative fashion, as opposed to additive.

I'd say the most (de)buffertastic would be between Dark, Ice, and Sonic, and would depend sort of on your personal preference of style.


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Posted

Archery is pure awesome and win, so I say that.

(This post is not biased by having an empathy/archery main character. Nooooooooooooo.)











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Posted

Quote:
Originally Posted by SPiNE View Post
Normally I would ask this in the Defenders forum but there's barely any people there and I usually get better replies here.

So, what should it be? I'm trying to go all support and I'll mostly be teaming. I know I'm not looking for a DPS secondary, since I don't care about damage this time.

I was thinking Dark Blast, for the accuracy debuffs and some controls to help the team out. What do you guys think?
My Emp/ is /NRG and I really wish I'd taken something else, I just don't care for Energy Blast much. It is a good set, it's just not my style so much anymore.

If I had to do it over I would likely go with either /Ice (Slows, -Rech, Holds, fast animations, and a very fun Nuke) or /Sonic (-Res, Cone Sleep that is actually pretty nice, a stun, good damage).

Neither have particularly good AoE potential on their own but that's not what you're looking for anyway. /Sonic's cone also debuffs Resistance on everything it hits so your team will smash things faster. Bosses melt when you start applying all your attacks to them with /Sonic too. /Ice will likely help hold things more and also reduces the speed which your friends will be taking damage since mobs will take longer to recycle their attack chain. With Ice's animations you probably won't get stuck in an attack animation and be unable to heal or buff for a precious second or so.

Really, though, it comes down to preference and playstyle.


 

Posted

Quote:
Originally Posted by Psychoti View Post
Really, though, it comes down to preference and playstyle.
/this.

Personally, I'd go with /Ice (for the two holds and Blizzard,) /Sonic or /Dark, unless you have a concept for the character.

If you want to go with dual builds with one being a soloist, having just the "self assist" power in Emp opens up a lot - but you're not going to be able to buff yourself much, so Emp/Ice would be useful in the two holds there. Dark to me is just fun.


 

Posted

I know you asked about Emp as a Defender, but I'd personally suggest Emp as a Controller. When the crap hits the fan, you'll have at least a couple of powers that will greatly hinder, if not complete disable, a mass of enemies. Thus you'll be able to do your Emp'ing with less stress and greater personal survivability.


Teams are the number one killer of soloists.

 

Posted

My current main is Emp/DP, and I like it, but it does bring up another point you have to consider - animation time. Sets with quickly animating powers are better than those with longer powers for the simple reason that heals are reactive, so the longer the animations, the better chance you're stuck in one when you need to heal. (not to mention the re-draw, which would also hit /Arch)

That becomes less important as you go up in levels and heals get thrown around more infrequently, but it is something to consider. My Emp/DP has to more carefully assess and consider the situation before using some attacks than my Emp/Elec ever did.