TeanninBramblefeet
05-21-04, 04:31 AM
Figured I might as well post what my build is/is gonna be, and give some advice from the mistakes I've made, and give some tips to would-be emp-defenders! =)
Archetype: Defender
Primary Powers - Buff/Debuff : Empathy
Secondary Powers - Ranged : Radiation Blast
Slot[01] Level 1 (Starting Primary) : Healing Aura
Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt
Slot[03] Level 2 : Heal Other
Slot[04] Level 4 : Absorb Pain
Slot[05] Level 6 : Hasten
Slot[06] Level 8 : Recall Friend
Slot[07] Level 10 : Resurrect
Slot[08] Level 12 : Hover
Slot[09] Level 14 : Teleport
Slot[10] Level 16 : Swift
Slot[11] Level 18 : Health
Slot[12] Level 20 : Stamina
Slot[13] Level 22 : Recovery Aura
---------- I am here now ----------
Slot[14] Level 24 : Clear Mind
Slot[15] Level 26 : Fortitude
Slot[16] Level 28 : Regeneration Aura
Slot[17] Level 30 : Teleport Foe
Slot[18] Level 32 : Adrenalin Boost
Slot[19] Level 35 : Undecided
Slot[20] Level 38 : Undecided
The last two abilities leave some room for me to grab a couple attacks, maybe, which I don't really feel is necessary. However, one mistake I made was in taking the fitness line. I know a healer not taking stamina sounds like murder on a group, but by the time I was able to take Stamina, I could have already had Recovery Aura and a total of 3 slots in it. Recovery Aura essentially makes your entire group unable to use stamina for about 1.5 minutes.
Currently, with 3 Single Origin enhancements reducing reuse time on both hasten and recovery aura, I have about 3ish minutes of downtime between uses of recovery aura. From what I've heard, downtime on Aura with hasten and 6 single origin enhancements is about 40 seconds (10 seconds after hasten wears off, if used at the same time). These two abilities, in my opinion, make this template not only work, but work amazingly well in a group.
Without recovery aura, my tankers, scrappers and blasters were running out of killing-juice faster than we were killing enemies. With recovery aura, we, err... "arrest " evil-doers with amazing efficiency. Without hasten, many a group member would be dead due to the fact that my heals, even loaded with DO recharge reducrs, still take quite a while to come back. Hasten prevents those incredibly frustrating moments where you have to either choose who to save when more than one person is about to bite the bullet, or times when you just dropped absorb pain and heal other on one or two people, and suddenly the squishy blaster's HP drops into the red and they drop to their knees and pray that that Tank Slicer misses them with their next attack... all while you pound on heals praying you can keep them alive.
If I got the chance to respec, I would likely remove the Fitness line and take Recovery Aura earlier, although I REALLY like swift, as it allows me to get to the wounded faster if they're out of range, as well as lets me make an expedient retreat after I'm sure all the dumb melees have already started running in the case of a really nasty fight. I also have no idea what I would take in place of Fitness, since this build is meant to have no offense whatsoever, so I can focus entirely on people's health bars and not on what enemy I should be attacking. Plus, even with neutrino bolt, I've had times where a blaster was taken from full health to 0 in just over the time it would have taken me to heal them back to full, in the middle of the animation.
So... opinions?
Archetype: Defender
Primary Powers - Buff/Debuff : Empathy
Secondary Powers - Ranged : Radiation Blast
Slot[01] Level 1 (Starting Primary) : Healing Aura
Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt
Slot[03] Level 2 : Heal Other
Slot[04] Level 4 : Absorb Pain
Slot[05] Level 6 : Hasten
Slot[06] Level 8 : Recall Friend
Slot[07] Level 10 : Resurrect
Slot[08] Level 12 : Hover
Slot[09] Level 14 : Teleport
Slot[10] Level 16 : Swift
Slot[11] Level 18 : Health
Slot[12] Level 20 : Stamina
Slot[13] Level 22 : Recovery Aura
---------- I am here now ----------
Slot[14] Level 24 : Clear Mind
Slot[15] Level 26 : Fortitude
Slot[16] Level 28 : Regeneration Aura
Slot[17] Level 30 : Teleport Foe
Slot[18] Level 32 : Adrenalin Boost
Slot[19] Level 35 : Undecided
Slot[20] Level 38 : Undecided
The last two abilities leave some room for me to grab a couple attacks, maybe, which I don't really feel is necessary. However, one mistake I made was in taking the fitness line. I know a healer not taking stamina sounds like murder on a group, but by the time I was able to take Stamina, I could have already had Recovery Aura and a total of 3 slots in it. Recovery Aura essentially makes your entire group unable to use stamina for about 1.5 minutes.
Currently, with 3 Single Origin enhancements reducing reuse time on both hasten and recovery aura, I have about 3ish minutes of downtime between uses of recovery aura. From what I've heard, downtime on Aura with hasten and 6 single origin enhancements is about 40 seconds (10 seconds after hasten wears off, if used at the same time). These two abilities, in my opinion, make this template not only work, but work amazingly well in a group.
Without recovery aura, my tankers, scrappers and blasters were running out of killing-juice faster than we were killing enemies. With recovery aura, we, err... "arrest " evil-doers with amazing efficiency. Without hasten, many a group member would be dead due to the fact that my heals, even loaded with DO recharge reducrs, still take quite a while to come back. Hasten prevents those incredibly frustrating moments where you have to either choose who to save when more than one person is about to bite the bullet, or times when you just dropped absorb pain and heal other on one or two people, and suddenly the squishy blaster's HP drops into the red and they drop to their knees and pray that that Tank Slicer misses them with their next attack... all while you pound on heals praying you can keep them alive.
If I got the chance to respec, I would likely remove the Fitness line and take Recovery Aura earlier, although I REALLY like swift, as it allows me to get to the wounded faster if they're out of range, as well as lets me make an expedient retreat after I'm sure all the dumb melees have already started running in the case of a really nasty fight. I also have no idea what I would take in place of Fitness, since this build is meant to have no offense whatsoever, so I can focus entirely on people's health bars and not on what enemy I should be attacking. Plus, even with neutrino bolt, I've had times where a blaster was taken from full health to 0 in just over the time it would have taken me to heal them back to full, in the middle of the animation.
So... opinions?