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==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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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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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> | |||
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== Empathy Powers == | |||
==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 | {{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 | {{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. === | <br> | ||
===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.