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Last Updated: 2008-05-17 06:30:01 EST
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Static's I6 Guide to Empathy/Electricity Defenders |
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Written by oOStaticOo
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Well
this is my first attempt at a guide. My main
toon is oOStaticOo on the Infinity Server. He is a level 41
Empathy/Electricity Defender. Nobody seems to have a guide out yet for
I6 so I thought I might try my hand at it, so here goes.
Primary Power: Empathy
Healing Aura
This power is a AoE heal. It is given to you at 1st level. This is a
staple power for all Empaths. Take this in the beginning and three slot
it as soon as you can. You'll be spamming heals a lot in the beginning
of the game and some later while fighting AV's or bosses.
Heal Other
This is a single target heal. Heals a lot more than Healing Aura does
and again is another staple power of the Empathy set. Take this at
level two and again three slot it as soon as possible. You'll be using
this a lot on Tanks, Scrappers, and Blasters as they start to go yellow
or red.
Absorb Pain
Another single target heal. This power
heals a ton! Only bad thing about it is it leaves you with little
health and an inability to recover health for a short period of time.
It has an extremely low endurance cost for such a powerful heal. Lots
of people will swear to this power as being a must have. I tend to
disagree. This is more of a personal preferrence. I'm not to keen on
the idea of losing my health and not being able to recover it, risking
the chance that I'll be one-shotted to death, and not being able to
heal my team. Not quite sure how you would slot this one as I've never
taken it.
Resurrect
This power will raise one of your fallen
teamates and restore them to full health and endurance. In the early
stages I recommend having this power and then respecing out of it later
and just keeping a handful of Awakens with you at all times. In the
beginning stages until around level 25 people will be face planting
around you left and right. Resurrect will save you a lot of time from
having to go to the hospital and running all the way back to the
mission. Later, however, most people are more protected and better
armed and don't die so much. One slot it with a Recharge Reduction.
Clear Mind
Single target buff. This is a must have power. It will protect your
teamates from Hold, Sleep, Immobilize, and Disorient. Great power to
have, especially in the later levels as you will be fighting a ton of
enemies with those abilities. One slot it with an Endurance Cost
Reduction.
Fortitude
Singe target buff. This is an optional
power. This power grants the affected player with added defense and
accuracy. Great power to have to help your Tank reach his full defense
cap. I usually do not add any Accuracy enhances to it as most people
now will put one slot of Accuracy in all of their attacks. I recommend
three slotting it with Defense Buffs. Mostly used on Tanks and
Scrappers since they are the front line of the team and need the added
protection.
Recovery Aura
Now we are getting into the
"Crack" of Empathy. This is an AoE buff, must have. This will put your
teamates endurance recovery at an expedited level. Everybody loves this
power. A limitless supply of endurance for 120 seconds. Since I6 has
come out they have upped the recharge time on it so you can no longer
have it up and running for every battle. You can come close though if
you have Hasten. Six slot this bad boy. I have three Recharge
Reductions and three Endurance Modifications on mine.
Regeneration Aura
An AoE buff. This is a must have power. This will cause the
regeneration of health on your affected teammates to be greatly
enhanced, up to 1000%. This will put any player on equal terms with a
Regen Scrapper. This power will grant you a breather when it comes to
having to spam heals. Now you will have more of an ability to use your
secondary powers to help out your team. Six slot this with three
Recharge Reductions and three Healing.
Adrenaline Boost
Single target buff. This is another must have power. This is for those
players who miss your call for Recovery Aura and Regeneration Aura.
This power helps the affected player recover health and endurance as
well as giving them faster attacks. Six slot this power with three
Recharge Reductions, two Endurance Modifications, and one Health. This
will grant the affected player with the same percentage of health
regeneration and endurance recovery.
Secondary Power: Electricity
Charged Bolts
You are automatically given this power to start with. Singe target
blast. Not a bad power to have. Does minimal damage and has a quick
recharge time. Four slot it with one Accuracy and three Damage.
Lightning Bolt
Single target blast. Moderate damage and moderate recharge time. this
will be your main blast for damage. Four slot it with one Accuracy and
three Damage.
Ball Lightning
AoE blast. This is a decent
blast power to have. It's nice for it's AoE, does moderate damage, and
has a moderate recharge time. It also has some endurance drain
capability, but not much. Slotting this power is different for
different users. Usually it is four slotted with one Accuracy and three
Damage. I have mine six slotted with one Accuracy, three Damage, and
two Endurance Modifications. I like to drain Endurance and every little
bit helps in my opinion.
Short Circuit
PBAoE blast. This is
my bread and butter power for my toon. I love this power. Drains a TON
of endurance from enemies. Does minimal damage and has a long recharge
time. However, if you slot it with Recharge Reductions it will lower
that recharge to a more liveable level. Six slot this power with three
Endurance Modifications and three Recharge Reductions. After firing two
of these off the baddies will have little to no endurance left.
Aim
A single self buff. For a few seconds your accuracy and damage is
improved. With the release of I6 this power becomes kind of pointless.
Most people will all ready put an Accuracy in their attacks. It was
great pre-ED. Most blasters put all Damage enhances in their blasts and
used Aim to boost their Accuracy without having to waste a slot on
Accuracy. Don't take it.
Zapp
Single target blast. This is
the snipe of Electricity blasting. Long-range attack, heavy damage,
moderate recharge time. Very accurate long-range attack. Good for
pulling enemies to your group without aggro'ing the whole mob. Optional
power to have. I have it and recommend three slotting it with Damage
enhancers.
Tesla Cage
Single target hold. This power will
hold an enemy inside a fence of electricity. Decent power to have.
Drains little endurance, does very minor damage, moderate recharge
time, and holds affected foe for a short period. Optional power. I
don't have it but if taken I would recommend four slotting it with one
Accuracy and three Hold Durations.
Voltaic Sentinel
The
"Pet" of electricity. A little ball of electricity that follows you
around until it does ten blasts then fades away. This power when taken
by a defender is the closest power to actually doing Blaster damage.
Like most pets, however, it is uncontrollable and will shoot at
anything within range. Drawing aggro to the caster and not the pet.
Nice to have around when you happen to get held. The pet will blast
away while you wait to get free, sometimes killing the enemy in the
process. Optional power. If taken four slot it with one Accuracy and
three damage.
Thunderous Blast
PBAoE blast. The "Nuke" of
electricity. Does a ton of damage, drains a lot of endurance, and has a
long recharge time. Also drains you of all endurance and leaves you
unable to recover for 20 seconds. Great power to have. Able to wipe out
most of the enemies in a large mob and render the others mostly
useless. Must have power. Six slot it with three Damage and three
Recharge Reductions.
Power Pools
Choosing power pools is a
must for Empathy/Electricity. I will list them all and give you my
opinion on each one for the set.
Concealment
This power pool
gives you the ability to conceal your self and allies by making you and
them invisible to detection and granting a bonus to defense. Optional
set. Lot of people like this, some people don't. I don't have it,
sometimes wish I did.
Fighting
Set that grants you added
melee attacks and defense enhancements. Good pool for Tanks, Scrappers,
and the occasional Blapper. Not so great for Controllers and Defenders.
While it can be taken, the defense bonus for a Defender really isn't
all that great. Don't take it.
Fitness
This set grants the
user greater control over your own body. Run faster, jump higher, heal
quicker, recover quicker. Great pool to have for a Defender. Health and
Stamina are the main reasons why this pool is taken. I have it and have
taken Swift, Health, and Stamina. Swift is one slotted with a Run Speed
enhance, Health is three slotted with Heals, and Stamina is three
slotted with Endurance Modifications. Take this set!! Can't emphasize
this enough. Although, there are a lot of people out there who hate the
fact that they feel like they "Need" to take this set on every
character. You don't have to, but it sure makes life nice.
Flight
Give you the ability to fly through the air with the greatest of ease!
LOL. Anyway, this is an optional travel power. It's considered the
slowest of all travel powers and drains a lot of Endurance in the
process. Great travel power to get you any place you want to go. I have
it and have Hover one slotted with a Defense Buff and Fly three slotted
with Fly Speed.
Leadership
An excellent buffing pool. A lot
of Defenders and Controllers have this power pool. You can increase
Defense, Accuracy, and Damage with this set. From what I understand
Maneuvers is a waste now and really everybody only takes Assault and
Tactics. I don't have it.
Leaping
"Able to leap tall
buildings with a single bound...." This is a travel power set.
Optional. If taken I recommend Combat Jumping and Super Jump. Combat
Jumping will grant you a boost in your jump and give you a boost in
your defense. If taken three slot Combat Jumping with three Defense
Buffs and one slot Super Jump with a Jump.
Medicine
Power
pool that grants the hero the ability to heal and resurrect. If you are
playing an Empath.....why are you even looking at this set??? It's
interruptable, which sucks, but is basically the ability to Aid Self,
Aid Other, Stimulate, and Resusitate. In other words, Healing Aura,
Heal Other, Clear Mind, and Resurrect. Don't take it.
Presence
Gives the hero the ability to become a Tank. Bad idea for a Defender.
You can Taunt and cause Fear with this set. It's not as effective as
the Tanker or Scrapper Taunt. Don't take it.
Speed
Makes you
run REALLY fast. Optional travel power. Second fastest travel power.
However, no vertical ability to it what-so-ever. Kinda sucks in places
like Terra Volta and Boomtown. Grants the hero stealth while running.
Also has Hasten which, in my opinion, is a must have power. I have
Hasten six slotted with Recharge Reductions. This power will increase
all the recharge times of your powers. Great for getting Recovery Aura,
Regeneration Aura, Adrenaline Boost, and Thunderous Blast back faster.
Also good for being able to spam heals faster too. No longer perma-able
but with it six slotted I can usually have it back up in less than a
minute after it wears off. Take this.
Teleportation
Travel
power. This is the fastest travel power, also the most endurance
draining travel power. Allows you to teleport great distances. I have
Recall Friend. Nice to have when you want to get people to the mission
door fast to start the mission. Also good to have when things go bad.
Run far away, Recall Friend your team to you, and either Rez, Awaken,
or Heal what's needed.
Well there you go, my I6 guide to
Empathy and Electricity Defenders. Hope this has helped some of you out
and cleared anything up that you might have had questions on. If not,
let me know and I'll try to edit or answer your questions best I can.
Here is my build if you are wondering.
Healing Aura-3 slotted with Heals
Charged Bolts-4 slotted with 1 Accuracy and 3 Damage
Heal Other-3 slotted with Heals
Lightning Bolt-4 slotted with 1 Accuracy and 3 Damage
Swift-1 slot with Run Speed
Ball Lightning-6 slotted with 1 Accuracy, 3 Damage, and 2 Endurance
Modifications
Short Circuit-6 slotted with 3 Endurance Modifications and 3 Recharge
Reductions
Hover-1 slot with Defense Buff
Fly-3 slotted with 3 Fly Speed
Hasten-6 slotted with 6 Recharge Reductions
Health-3 slotted with 3 Heals
Stamina-3 slotted with 3 Endurance Modifications
Recovery Aura-6 slotted with 3 Recharge Reductions and 3 Endurance
Modifications
Clear Mind-1 slot with Endurance Cost Reduction
Regeneration Aura-6 slotted with 3 Recharge Reductions and 3 Heals
Recall Friend-1 slot with Endurance Cost Reduction
Fortitude-1 slot with Defense Buff
Adrenaline Boost-6 slotted with 3 Recharge Reductions, 2 Endurance
Modifications, and 1 Heal
Zapp-1 slot with Damage
Thunderous Blast-4 slots with 3 Damage and 1 Recharge Reduction
Dominate-1 slot with Accuracy
Epic Pools:
Psychic Mastery
Dominate-Single
target Hold. Moderate damage and moderate recharge time. This does
Psionic damage and holds a foe. If you take this power four slot it
with one Accuracy and three Hold Durations.
Mass Hypnosis-AoE
hold. Puts a large group to sleep, however if they are disturbed they
awaken. If taken I recommend four slotting with one Accuracy and three
Sleep Durations.
Mind Over Body-Self toggle. This power gives
you defense against Lethal, Smashing, and Psionic Damage. Must have
power if you take this set. In the later stages of the game you will
need Psionic protection. Three slot it with Damage Resists.
Telekinesis-AoE
toggle. Basically this pushes enemies away from you. The more enemies
you push, the more it costs you. I don't recommend taking this power.
Dark Mastery
Oppresive
Gloom-Self toggle PBAoE. Allows you to use your life force to keep
enemies around you disoriented. If taken I recommend four slotting with
one Accuracy and three Disorient.
Dark Consumption-Click PBAoE.
This will drain the life of all of the enemies around you and transfer
it to you in the form of Endurance. It does moderate damage and has a
long recharge time. If taken I recommend four slotting with one
Accuracy and three Recharge Reductions.
Dark Embrace-Self
Toggle. The armor of Dark Mastery. Protects you from Lethal, Smash,
Toxic, and Neg. Energy. If taken three slot it with three Damage
Resists.
Soul Drain-Self AoE. Allows you to drain the essence of
your foes and transfer it to you to increase your Accuracy and Damage.
Does moderate damage and has a long recharge. If taken I recommend six
slotting it with three Recharge Reductions and three To Hit Buffs.
Electric Mastery
Electric
Fence-Single target hold. Immobilizes a foe for a short period of time,
drains some endurance, and does minor damage over time. If taken I
would recommend four slotting it with one Accuracy and three
Immobilization Durations.
Thunder Strike-AoE Blast. A massive
attack that will stun and disorient foes. Has a chance of knocking down
enemies around selected target. I would recommend taking this power out
of this set and six slotting it with one Accuracy, three Damage, one
Disorient Duration, and one Knockback Distance.
Charged
Armor-Self Toggle. The armor of this set. Protects against Lethal,
Smash, and Energy. If taken three slot with three Damage Resists.
Power
Sink-PBAoE. Drains endurance from foes around you and transfers it to
your endurance. Has a high cost and long recharge time. If taken six
slot with three Endurance Cost Reductions and three Recharge Reductions.
Power Mastery
Conserve
Power-Self Buff. For 90 seconds you will be able to spend less
endurance using your powers. If taken I recommend three slotting it
with three Recharge Reductions.
Power Build Up-Self Buff. For 30
seconds you will be able to increase the amount of Damage you do and
increase the effects of your secondary abilities. If taken I recommend
three slotting it with three Recharge Reductions.
Temp
Invulnerability-Self Toggle. The armor of this set. Protects you from
Lethal and Smash. If taken I recommend three slotting with three Damage
Resists.
Total Focus-Single target attack. Heavy damage and has
a high percentage of Disorienting the foe. I would recommend six
slotting this attack with one Accuracy, three Damage, and two Endurance
Cost Reductions.
Well there you have it. All the Epic Pools
listed and described for you to decide what you want to take. I took
Psychic Mastery because I wanted Mind Over Body. All are pretty good
choices to take. Hope this helps you out even more. Good luck!
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