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''general outline. --[[User:Mr Wallet|Mr Wallet]] 15:12, 21 February 2006 (PST)''<br>
{{Header Nav|game=City of Heroes}}
==General==
The primary function of most defenders is buff/debuff. Empathy differs in that its powers specifically follow the suit of most "priest" classes in other MMOGs. It is a common misconception that Defenders are healers; in truth, although most have some form of healing, only Empathy defenders are devoted to repairing damage; other sets hope to prevent the damage in the first place.<br>
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[[City_of_Heroes|City of Heroes]] / [[City_of_Heroes/Powers|Powers]]<br>
Because of its reactive nature, Empathy is very powerful on its own. However, more than one Empathy defender in a group is rather ineffectual; if a single Empathy defender can't keep the team alive, a second one will barely help at all. Empathy works very well with other buff/debuff sets, but is unique in that its benefit quickly tapers off the more Empathy heroes the team has.<br>
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== General ==
Empathy is a Defender primary set and a Controller secondary set. Like all secondary sets, it is 80% as powerful as a Controller secondary than it is as a Defender primary.<br>
general desc of empathy vs. other buff/debuff sets, how it is for controllers vs. defenders, and so on and so forth.<br>
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== Empathy Powers ==
 
short intro, warning that numbers are rounded for readability.<br>
==Empathy Powers==
Below is the list of Empathy powers. Note that many of the numbers have been rounded off of their exact values for readability.<br>
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=== Healing Aura ===
===Healing Aura===
{{CoHPowerStats|use=Click|target=Self, nearby friendly|range=Area (radius 25')|act=2 seconds|end=13|charge=8 seconds|desc=Each is healed 13% ''(Defender)'' or 10.4% ''(Controller)'' of the user's base maximum HP.}}This is a great all-purpose power which will serve a team well, especially in the early levels. This makes a good first choice for Defenders, as it allows you to heal yourself for the first few levels, when finding a team can be hard. Because it does not need to be specifically targetted, it can be used as a knee-jerk power when a teammate suddenly takes a lot of damage. For healing one person though (i.e. the team Tanker), it's not very efficient, and most will find that they need one of the single-target heals.<br>
{{CoHPowerStats|use=Click|target=None/Self|range=Area (radius 25')|affected=Self, nearby friendly|act=2 seconds|end=13|charge=8 seconds|desc=Each is healed 13% ''(Defender)'' or 10.4% ''(Controller)'' of the user's base maximum HP.}}This is a great all-purpose power which will serve a team well, especially in the early levels. This makes a good first choice for Defenders, as it allows you to heal yourself for the first few levels, when finding a team can be hard. Because it does not need to be specifically targeted, it can be used as a knee-jerk power when a tea-mmate suddenly takes a lot of damage. For healing one person though (i.e. the team Tanker), it's not very efficient, and most Defenders will find that they need one of the single-target heals.<br>
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=== Heal Other ===
===Heal Other===
and again...<br>
{{CoHPowerStats|use=Click|target=Single friendly|range=80'|affected=Target|act=2.3 seconds|end=13|charge=4 seconds|desc=Target is healed 26% ''(Defender)'' or 20.8% ''(Controller)'' of the user's base maximum HP.}}Although it can only heal one non-self target, Heal Other has a longer range than Healing Aura, as well as double the effectiveness and half the recharge time. This is the only single-target power in the game which focuses all its energy on healing (with no other beneficial side effects), and as such, it's quite powerful. Note that healing a large team after an AoE attack is a slow and endurance-expensive process, so this doesn't replace Healing Aura by any means; however, it's perfect at what it does. Indispensable when a single Tanker is absorbing all of the damage for the team.<br>
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=== etc. ===
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Latest revision as of 02:31, 1 July 2007

General[edit]

The primary function of most defenders is buff/debuff. Empathy differs in that its powers specifically follow the suit of most "priest" classes in other MMOGs. It is a common misconception that Defenders are healers; in truth, although most have some form of healing, only Empathy defenders are devoted to repairing damage; other sets hope to prevent the damage in the first place.

Because of its reactive nature, Empathy is very powerful on its own. However, more than one Empathy defender in a group is rather ineffectual; if a single Empathy defender can't keep the team alive, a second one will barely help at all. Empathy works very well with other buff/debuff sets, but is unique in that its benefit quickly tapers off the more Empathy heroes the team has.

Empathy is a Defender primary set and a Controller secondary set. Like all secondary sets, it is 80% as powerful as a Controller secondary than it is as a Defender primary.

Empathy Powers[edit]

Below is the list of Empathy powers. Note that many of the numbers have been rounded off of their exact values for readability.

Healing Aura[edit]

Power Stats

  • Use: Click
  • Targeting: None/Self
  • Range: Area (radius 25')
  • Affected: Self, nearby friendly
  • Activation time: 2 seconds
  • Endurance cost: 13
  • Recharge time: 8 seconds
  • Effect: Each is healed 13% (Defender) or 10.4% (Controller) of the user's base maximum HP.

This is a great all-purpose power which will serve a team well, especially in the early levels. This makes a good first choice for Defenders, as it allows you to heal yourself for the first few levels, when finding a team can be hard. Because it does not need to be specifically targeted, it can be used as a knee-jerk power when a tea-mmate suddenly takes a lot of damage. For healing one person though (i.e. the team Tanker), it's not very efficient, and most Defenders will find that they need one of the single-target heals.








Heal Other[edit]

Power Stats

  • Use: Click
  • Targeting: Single friendly
  • Range: 80'
  • Affected: Target
  • Activation time: 2.3 seconds
  • Endurance cost: 13
  • Recharge time: 4 seconds
  • Effect: Target is healed 26% (Defender) or 20.8% (Controller) of the user's base maximum HP.

Although it can only heal one non-self target, Heal Other has a longer range than Healing Aura, as well as double the effectiveness and half the recharge time. This is the only single-target power in the game which focuses all its energy on healing (with no other beneficial side effects), and as such, it's quite powerful. Note that healing a large team after an AoE attack is a slow and endurance-expensive process, so this doesn't replace Healing Aura by any means; however, it's perfect at what it does. Indispensable when a single Tanker is absorbing all of the damage for the team.






etc.[edit]

etc.