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Redlynne

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Posts posted by Redlynne

  1. Just for reference, I show the "endgame" 50 budget build so as to give you an idea of what you're building towards ... that way you can sub in Common IOs (or even SOs, in a pinch) while leveling up for the Set IOs if necessary.  The really key thing you want to pay attention to is getting the number of slots right, since changing slotting allocation means burning a respec.

     

    Still, whatever makes you comfy ...

  2. I'll have to check to see if I put the Level 50 Unbreakable Constraint into Total Domination on the Flip to Alternate Slots.  If I didn't, I can always go edit that and then update the build post above to include that in the data chunk.  I do however like to post the Exemplar Friendly version of the build without the Level 50 Purple IOs slotted in for viewing in forum format, since doing the whole Level 50 Purple Everything™ is more of a long term (farming) objective than something you can level up with.

  3. What I do is simply have like 6 Trays open at all times on all characters, so as to develop a common "muscle memory language" for where stuff is on all of them so I don't need to retrain myself to control all of the different alts I'd want to play.  That means putting similar kinds of powers into similar places on each alt, so as to keep as much commonality among them as possible.

     

    I'd typically set up the 2 Tray as being the one for my 1-0 binds and the 3 Tray for my F1-F10 binds.

    This then left the 1 Tray "open" at the bottom for things like Kheldian Form powers (Nova and Dwarf in the same Tray, but using the bindloadfile to "enable" the keys in different parts of the Tray to be bound to the 1-6 keys for simplicity), but that then left me an open space to put other Inherent Powers on other alts.  Stuff like the various Ammo types for Dual Pistols or now the Jaunt power for Mystic Flight, so as to be able to see them, know which one is active, and how long the recharge remaining is at a glance.  Made things a lot easier on me once I settled on my own personal UI layout scheme.

     

    Trays 4 and 5 were for Shift+1-0 and Shift+F1-F10 so as to have a full set of 40 power slots addressable by keybinds.  In a lot of cases, Temp Powers and other "rarely used" powers went into these slots.

    Tray 6 was used for things like the Ouroboros Portal and Base Recall and Show Map and other "utility" powers that I'd earned account wide.  I'd bind all of these slots to Control+1-0 so as to be able to initiate them from the keyboard if needed.

     

    After a week or so, this common layout arrangement of powers became somewhat second nature to me, and made it a LOT easier to switch alts and not get hung up on trying to relearn how to "play" each UI setup for each alt.

  4. Right now, the consensus is that there's a bug preventing enhancements slotted into Pet powers from actually enhancing the powers of the Pets themselves.  If memory serves, this bug would reappear every so often after an Issue update while Cryptic/Paragon Studios were handling things.

  5. Another question on set IOs...can they be of any level, or are some of the set IOs only a certain level or max at a certain level?

     

    @Redlynne...taking your Time/Dual Pistols/Dark Defender build for example...most of the set IOs you have posted in your build are Level 27. Is this because these sets do not come in higher level versions?

     

    Exemplar Effects on Enhancements ... Set Bonuses.

     

    Set Bonuses are always on, even if the power in which the Set is slotted isn't activated, and even if that power is greyed out due to exemplaring! However, you do start to lose the bonuses if you exemplar more than three levels under the level of the IOs in the Set.

     

    The IOs that act like Set Bonuses give a benefit that most often applies a continuous effect globally to the character. And just like Set Bonuses, the power in which they are slotted can be greyed out due to exemplaring and the Global will still work. However, just like Set Bonuses, the Global stops working when the character is exemplared more than three levels under the level of the Global IO.

     

    All the other Special IOs are called 'Procs.' Unlike the Globals, Procs depend on the power they are slotted in to be activated in order to work. If the power isn't activated, then no benefit from the Proc. Consequently, exemplaring lower than the level of the power means the power is greyed out and can't be used (even passive powers follow that rule), which means the Proc won't work. However, the upside of Procs is that if the power is active, the Proc always work, even if you exemplar way below the level of the Proc. Procs don't follow the -3 level rule that Globals and Set Bonuses do.

     

    Procs that have a chance to do damage, do so based on the level of the character and not the level of the Proc.

     

    Whenever you're looking at Set IOs, and what Level to pick for what you're going to slot ... always be thinking in terms of the Set IO being +3 to the Level that you want the Set Bonuses to "turn on" for you.

    The "raw" Level breakpoints for Exemplar content will tend to be:

    14 ... 19 ... 24 ... 28 (Moonfire Task Force) ... 29 ... 34 ... 39 ... and 44 ... purely for reasons of story arcs and Contact Levels.

     

    This in turn means that the best Levels to set your Set IOs at are going to be:

    17 ... 22 ... 27 ... 31 (Moonfire Task Force) ... 32 ... 37 ... 42 ... and 47 ... simply to match those groupings of story arcs and Contact Levels.

     

    IOs will exactly match SO enhancement performance output at Level 26, so any enhancements of Level 25 and below will have below SO enhancement output at all Levels.  This means that the minimum Level of Set IO you want to slot for maximum Set Bonus "coverage" while Exemplar while maintaining SO-like performance from your Set IOs is going to be ... Level 27 ... because that gives you full Set Bonuses while Exemplared to Level 24+ for a wide variety of Flashback content and Task Forces/Strike Forces.  Some Sets are Level 30-50, however, so for them the next best option is Level 31, so as to be able to include the Moonfire Task Force "within range" of your Set Bonuses.  The final category that I can think of are some Snipe Sets that are Level 35-50, and for those I would recommend choosing Level 37 Set IOs so as to be able cover all of the Level 34+ Flashbacks, Task Forces and Strike Forces.

     

    With Procs and Globals, if there's no enhancement value bound up in the IO, I'll always go for the minimum level on the IO simply so as to be able to slot it into early into the widest possible number of builds if leveling up an alt and I've later decided to respec out of that particular Proc (for whatever reason).

     

    This is why whenever you look at ANY of my Built By Design For Exemplar builds you'll see MOST of the Set IOs being chosen as either Level 27 or Level 31, depending on the Level limits of the Set itself, with all of the Common IOs being Level 50 and any Frankenslotting of Set IOs where the Set Bonus is being discarded also being Level 50.  After that, it's a just a matter of setting all of the proc IOs to the absolute minimum Level for the Set except if the Set IO with the proc also happens to have an enhancement value on it (like Recharge/+Absorb for example) in which case it falls into the 27 or 31 bucket just like usual.  This then ensures that when using the Flashback system from Ouroboros, or when Exemplared for Task Forces, Strike Forces or in pick up groups, that your Set Bonuses are "working for you" at the widest possible range of Levels (24-50 or 28-50, essentially) so that you don't lose all of your Set Bonuses every time you Exemplar below Level 47 ... which is what happens if you just slot Level 50 Set IOs into everything.

     

    Or to put it into automotive terms that might make more sense for some people ... it's the difference between designing for a broad/flat torque band over a wide range of RPMs versus designing for a "peaky" torque band that only yields maximum power/work at the maximum RPM end of the scale only.  Yes, the "peaky" design is better within its NARROW preferred range ... but that range is SMALL and actively discourages you from playing MOST of the game's content (because you self-gimp when doing 1-46 content).  The "broader" Exemplar Friendly design ensures that it's only when you start Exemplaring below SO Levels into the 1-23 Level range that you'll lose your Set Bonuses, but from Levels 24-50 you're operating at full (or very nearly full) Set Bonus "power" the whole time.  Since Levels 24-50 actually comprise the supermajority of the game's content, I find this to be an acceptable compromise between individual enhancement output by Level and the collective "oomph" of adding all of those Set Bonuses to my builds.  And really ... when you compare the throughput, you really aren't losing THAT MUCH enhancement value dropping from Level 50 down to Level 27 on your Set IOs when you're 5 or 6 slotting for Set Bonuses anyway, thanks to how Enhancement Dysfunction limits the top end that you can enhance your powers to.  So from a broad range of (acceptable) efficiency versus a narrow sliver of "maximal" performance ... I'll stick with the broader range of Exemplar Friendly ... thanks.

     

    That's all.

     

    Of course, this means that there's a side effect of being able to slot in more of these Set IOs while you're Leveling Up, so as to be able to "enjoy the ride" to 50 better, rather than having to wait for Level 50 to be able to get "anywhere" with your build because ... Life Begins (and ends?) At 50 ... or whatever.

  6. Sounds like an attribution bug.

     

    With most enhancements, by default they're going to affect the caster.

    Pets are different.  With Pet enhancement, you need the enhancement to modify the Pet that gets summoned, not the caster.

     

    So if the enhancements slotted into Pet powers are enhancing the caster, rather than applying their enhancement values to the Pet(s) then that's a BUG alright.

    Note that Set Bonuses are ALWAYS applied only to your character and not to anyone else affected by your powers.

     

    This is why Group Fly (for example) "flunks" for being able to keep everyone flying in formation.  Your character gets their Set Bonuses to Fly speed ... while everyone else affected by Group Fly does not ... meaning that your character often winds up being the fastest, so everyone else winds up falling behind (and if they don't have Flight powers themselves, literally FALLING out of the PBAoE of Group Fly).  It's why Masterminds with Group Fly have to use a workaround of setting themselves to Follow one of their Pets, who will be "slower" than the Mastermind when using Group Fly, and then commanding the Pet they're Following (with all of the other Pets on Follow too) to move to a succession of destination points, kind of like with Teleport, in order to maintain "formation" with their Pets and keep them all together within the PBAoE of Group Fly.  It's a hassle, but it can be done.

  7. Easy way to think about it is ... with SOs you'd need to reslot every 5 Levels because the SOs would "age out" and become non-operative at -3.

    IOs do NOT suffer from this issue.

     

    A Level 25 SO slotted at Level 22 will go from being +3 at 22 to being +2 at 23 to being +1 at 24 to being +0 at 25 to being -1 at 26 to being -2 at 27 and then -3 at 28.  Once you reach Level 29, the -4 Level 25 SO won't be operational for you anymore and will either need to be upgraded (expensive) or replaced (go to your SO Vendor).

     

    By contrast, a Level 25 IO slotted at Level 22 will retain its enhancement value and not "break" or NEED replacement like SOs will all the way on up through Level 50.

     

    If you're wanting to play on an INF budget and save INF, go ahead and slot everything (that you aren't going to be loading up with Set IOs) with common Level 25 IOs.  You can then use those common 25 IOs all the way up to Level 47, when you can craft/buy Level 50 common IOs to replace all of them.

  8. The day/night cycle has ALWAYS run at 60x real time speed.

    This means that 1 second of real time equals 1 minute of day/night cycle movement.

    A full day/night cycle completes every 24 minutes ... instead of 24 hours.

     

    Owing to the fact that mob spawns CHANGE with the day night cycle, this means that if you're looking for something that only spawns during the day or during the night, simply wait up to 15 minutes and you'll have a fresh set of spawns to go to work on.  You can see this most obviously in Croatoa, where the Ghosts only spawn at night (for example).

  9. Honestly?  Part of the challenge (for the Task Force that never ends!) is having to play it WITHOUT any Incarnate slots being active.

     

    I say ... leave the Level Cap on Dr Q where it is at 44.

    Besides, the Dr Q Task Force was created in an era (Issue 1?) long before Incarnates became a thing, and so consequently it isn't inherently (or otherwise) "balanced" for the Power Tsunami that occurs when Incarnate slots gets factored into things.

  10. Some of us are ... completionists ... who are compelled to play every story arc (in Praetoria), but who want to do so as the ultimate double agent playing BOTH SIDES all the way through.  This means that every time you're confronted with an opportunity to SWITCH alignments between Loyalist and Resistance ... YOU DO.  Never stay with the same alignment for more than a single arc within a zone.

     

    First and foremost ... DO THE TUTORIAL.

     

    I don't care if you've done the Tutorial before on a different Praetorian character.  Do it anyway on any new character (not just Praetorians).  The reason being that you only get the "undercover mission" options if you did the Tutorial and pledged your "true" loyalty to one faction or the other at the end of the Tutorial before you leave the Tutorial zone.  Skip this step and you can't go back for a Do Over without rerolling.  Besides, you wanted to get all of the Badges in Precinct 5 don't you?  Especially since you'll never be coming back here ...

     

     

     

    If you're going to be doing ALL of the missions for ALL of the contacts in ALL of the arcs ... you're going to wind up earning too much XP, even without any XP booster bonuses.  I strongly recommend going into your Options Menu and disabling XP gain when you're at Level 9.9 ... Level 14.9 ... and Level 19.9 ... so as to prevent an unfortunate situation of accidentally outleveling any Contacts.  If your level rises above the Contact's "threshold" for levels, they will stop (usefully) talking to you and will instead refer you on down the line to later Contacts.  This is obviously a problem if you haven't completed ALL of the content within a city zone yet for all 4 of the storylines within that zone and you don't want to miss any.  Once you've completed your last mission and reported into your last contact in a zone, it ought to be a simple enough matter to Street Sweep for the last (under) 10% of XP remaining to get you to a level up to 10, 15 or 20 (after turning XP back on, of course!).

     

    Additionally, I recommend that when transferring to a new zone to resume progress it is a best practice to go and talk to EVERY Contact you are given, if only so as to unlock them.  After ALL of the (starting) contacts in a given city zone have been interacted with ... only then will you want to start working on the respective story arcs.  A best practice would be to do each story arc to completion (and alignment switch) before moving on to a new story arc.  This will help prevent confusion regarding which content/contacts you have concluded already, so long as you stick to the plan below (or at least something akin to it).

     

    In order to get the Moral High Ground badge, you will need to make the end of story arcs choice of alignments between Loyalist and Resistance at least 5 times.

     

     

     

    The other thing to remember with Praetorian Contacts is that some of the arcs will "do things" that can prevent progress in a different arc.  I've noted below which arcs "block" progress on other arcs so as to avoid this kind of progression blocking (look for the italics on the Contacts names for this, and read the NOTES at the end of all of this).  The conflicts that can occur are in all three of the zones, with the biggest one being that the Resistance Crusader Contacts require you to be Resistance aligned in order to talk to them AT ALL (let alone access them in the Underground Resistance Bases).  This limitation means that there is simply NO POSSIBLE WAY to always switch alignments while matching the alignment you choose with the Contact who gives you that choice, since you can only do Crusader missions while you are already Resistance aligned, and using this "rule" for yourself will mean that you have to both start and end Crusader arcs as Resistance, foiling the effort to switch alignments EVERY time you're given a choice.  Conversely, in order to even talk to any of the Loyalist Power contacts, you need to be a Loyalist.

     

    This means that if you're going to switch alignments, starting from the "wrong" alignment, you will need to use a Warden arc or a Responsibility arc in order to switch to the alignment you're trying to reach.  I've noted these alignment pre-requisites using either an R for Resistance or an L for Loyalist on the specific contacts who will "stop talking to you" if you are the wrong alignment for their arc.

     

     

    =====

     

     

    Do Tutorial! -> Choose RESISTANCE!

     

    "Betray Alignments" Path = ALWAYS … Resistance Contact to Loyalist alignment + Loyalist Contact to Resistance alignment

    Nova Praetoria (1-10)
    Resistance Crusader (RicochetR > SpliceR > Jack HammerR) -> Choose Loyalist
    Loyalist Power (Deputy Assistant of InformationL > WarrantL > ReeseL) -> Choose Resistance
    Resistance Warden (Robert Flores > Tunnel Rat > Doctor Arvin) -> Choose Loyalist
    Loyalist Responsibility (Chief Interrogator Washington > Cleopatra) -> Choose RESISTANCE!
    Imperial City (8-15)
    Resistance Crusader (HatchetR > BeholderR > VagabondR > WardogR) -> Choose Loyalist
    Loyalist Power (Mr. GL > TransmuterL > Tami BakerL > Praetor SinclairL) -> Choose Resistance
    Resistance Warden (Jessica Flores > Luke Larson > Doctor Steffard > Seer 1381) -> Choose Loyalist
    Loyalist Responsibility (Interrogator Kang > Alec Parson > Investigator Whitworth > Chance McKnight) -> Choose RESISTANCE!
    Neutropolis (15-20)
    Resistance Warden (Aaron Walker > Penelope Yin > Dark Watcher) -> Choose Loyalist
    Loyalist Responsibility (Ivy > Praetor Tilman > Anti-Matter) -> Choose Resistance
    Resistance Crusader (CrowR > HelixR > Calvin ScottR) -> Choose Loyalist
    Loyalist Power (Dr. HetzfeldL > BobcatL > NeuronL) -> Choose RESISTANCE!

    Choose Hero or Villain

     

    "Accept Alignments" Path = ALWAYS … Resistance Contact to Resistance alignment + Loyalist Contact to Loyalist alignment
    Nova Praetoria (1-10)
    Resistance Crusader (RicochetR > SpliceR > Jack HammerR) -> Choose Resistance
    Loyalist Responsibility (Chief Interrogator Washington > Cleopatra) -> Choose Loyalist
    Loyalist Power (Deputy Assistant of InformationL > WarrantL > ReeseL) -> Choose Loyalist
    Resistance Warden (Robert Flores > Tunnel Rat > Doctor Arvin) -> Choose RESISTANCE!
    Imperial City (8-15)
    Resistance Crusader (HatchetR > BeholderR > VagabondR > WardogR) -> Choose Resistance
    Resistance Warden (Jessica Flores > Luke Larson > Doctor Steffard > Seer 1381) -> Choose Resistance
    Loyalist Responsibility (Interrogator Kang > Alec Parson > Investigator Whitworth > Chance McKnight) -> Choose Loyalist
    Loyalist Power (Mr. GL > TransmuterL > Tami BakerL > Praetor SinclairL) -> Choose LOYALIST!
    Neutropolis (15-20)
    Resistance Warden (Aaron Walker > Penelope Yin > Dark Watcher) -> Choose Resistance
    Resistance Crusader (CrowR > HelixR > Calvin ScottR) -> Choose Resistance
    Loyalist Power (Dr. HetzfeldL > BobcatL > NeuronL) -> Choose Loyalist
    Loyalist Responsibility (Ivy > Praetor Tilman > Anti-Matter) -> Choose LOYALIST!

    Choose Hero or Villain

     

     

     

    Do Tutorial! -> Choose LOYALIST!

     

    "Betray Alignments" Path = ALWAYS … Resistance Contact to Loyalist alignment + Loyalist Contact to Resistance alignment
    Nova Praetoria (1-10)
    Loyalist Power (Deputy Assistant of InformationL > WarrantL > ReeseL) -> Choose Resistance
    Resistance Crusader (RicochetR > SpliceR > Jack HammerR) -> Choose Loyalist
    Resistance Warden (Robert Flores > Tunnel Rat > Doctor Arvin) -> Choose Loyalist
    Loyalist Responsibility (Chief Interrogator Washington > Cleopatra) -> Choose RESISTANCE!
    Imperial City (8-15)
    Resistance Crusader (HatchetR > BeholderR > VagabondR > WardogR) -> Choose Loyalist
    Loyalist Power (Mr. GL > TransmuterL > Tami BakerL > Praetor SinclairL) -> Choose Resistance
    Resistance Warden (Jessica Flores > Luke Larson > Doctor Steffard > Seer 1381) -> Choose Loyalist
    Loyalist Responsibility (Interrogator Kang > Alec Parson > Investigator Whitworth > Chance McKnight) -> Choose RESISTANCE!
    Neutropolis (15-20)
    Resistance Warden (Aaron Walker > Penelope Yin > Dark Watcher) -> Choose Loyalist
    Loyalist Power (Dr. HetzfeldL > BobcatL > NeuronL) -> Choose Resistance
    Resistance Crusader (CrowR > HelixR > Calvin ScottR) -> Choose Loyalist
    Loyalist Responsibility (Ivy > Praetor Tilman > Anti-Matter) -> Choose RESISTANCE!

    Choose Hero or Villain

     

    "Accept Alignments" Path = ALWAYS … Resistance Contact to Resistance alignment + Loyalist Contact to Loyalist alignment

     

    Nova Praetoria (1-10)
    Resistance Warden (Robert Flores > Tunnel Rat > Doctor Arvin) -> Choose Resistance
    Resistance Crusader (RicochetR > SpliceR > Jack HammerR) -> Choose Resistance
    Loyalist Responsibility (Chief Interrogator Washington > Cleopatra) -> Choose Loyalist
    Loyalist Power (Deputy Assistant of InformationL > WarrantL > ReeseL) -> Choose LOYALIST!
    Imperial City (8-15)
    Resistance Warden (Jessica Flores > Luke Larson > Doctor Steffard > Seer 1381) -> Choose Resistance
    Resistance Crusader (HatchetR > BeholderR > VagabondR > WardogR) -> Choose Resistance
    Loyalist Responsibility (Interrogator Kang > Alec Parson > Investigator Whitworth > Chance McKnight) -> Choose Loyalist
    Loyalist Power (Mr. GL > TransmuterL > Tami BakerL > Praetor SinclairL) -> Choose LOYALIST!
    Neutropolis (15-20)
    Resistance Warden (Aaron Walker > Penelope Yin > Dark Watcher) -> Choose Resistance
    Resistance Crusader (CrowR > HelixR > Calvin ScottR) -> Choose Resistance
    Loyalist Responsibility (Ivy > Praetor Tilman > Anti-Matter) -> Choose Loyalist
    Loyalist Power (Dr. HetzfeldL > BobcatL > NeuronL) -> Choose LOYALIST!

    Choose Hero or Villain

     


    NOTES

    • Resistance Crusader Contacts are only accessible while Resistance aligned because they are behind a locked door in the Underground that requires Resistance alignment to access.  If you do not open them while aligned with the Resistance you won't have access to them, nor will you be introduced to them by Provost Marchand (for what ought to be obvious reasons).  If you are Loyalist aligned, the Crusader Contacts will become Inactive and any missions you have from them will be dropped and cannot be reacquired until you are Resistance aligned again. This is true for each set of Resistance Crusader Contacts.
    • The Loyalist Power Contact of the Deputy Assistant of Information is located within the Loyalist Lounge, which requires Loyalist alignment in order to enter so as to have access to him.  For this reason you cannot access this Contact until after switching alignment to Loyalist, meaning you cannot even begin the Power arc in Nova Praetoria until you are a Loyalist.
    • Be sure to open Resistance and Loyalist Contacts in Imperial City before exiting Resistance and Loyalist alignment shifting in Nova Praetoria.  This will let you do the "breadcrumb" introduction missions from Calvin Scott and Provost Marchand, respectively, if that's important to you.  You can do the same for the Neutropolis Contacts before exiting Imperial City.
    • Doctor Steffard will be removed from the game world if you complete (not start, complete) the third mission for Interrogator Kang (which is the search 10 dumpsters for the Limbo Device mission), so be sure to do ALL of Doctor Steffard's missions before doing ANY missions for Interrogator Kang. Fortunately, the breadcrumb introduction mission from Provost Marchand to Interrogator Kang can be completed without removing Doctor Steffard.  It is also possible that completing missions for Interrogator Kang may remove Seer 1381 from the world also (not confirmed).
    • Aaron Walker will be removed from the game world by missions given by Calvin Scott, so be sure to do ALL of Aaron Walker's missions before doing ANY missions for Calvin Scott.
    • The Betray and Accept Alignments paths laid out above will result in different (as in mutually exclusive) NPCs showing up at the end of your time in Praetoria for your journey to either Paragon City or the Rogue Isles due to the fact that each path chooses mutually exclusive alignment options in every instance.
    • If you want to do the Newspaper Contact for each zone, you can, but I recommend doing as much as you want to before "moving on" to the next zone due to inactivation for Level range limits.
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  11. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Natural Controller

    Primary Power Set: Mind Control

    Secondary Power Set: Time Manipulation

    Power Pool: Sorcery

    Power Pool: Leadership

    Power Pool: Speed

     

    Hero Profile:

     

    Level 1: Mesmerize

    • (A) Decimation - Accuracy/Damage: Level 27
    • (48) Decimation - Damage/Endurance: Level 27
    • (48) Decimation - Damage/Recharge: Level 27
    • (48) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (50) Decimation - Accuracy/Damage/Recharge: Level 27
    • (50) Decimation - Chance of Build Up: Level 25

    Level 1: Time Crawl

    • (A) Accuracy IO: Level 50

    Level 2: Dominate

    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (5) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
    • (5) Devastation - Chance of Hold: Level 30
    • (7) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (7) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 4: Levitate

    • (A) Decimation - Accuracy/Damage: Level 27
    • (40) Decimation - Damage/Endurance: Level 27
    • (40) Decimation - Damage/Recharge: Level 27
    • (40) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (42) Decimation - Accuracy/Damage/Recharge: Level 27
    • (42) Force Feedback - Chance for +Recharge: Level 21

    Level 6: Confuse

    • (A) Malaise's Illusions - Accuracy/Recharge: Level 27
    • (9) Malaise's Illusions - Endurance/Confused: Level 27
    • (9) Malaise's Illusions - Accuracy/Endurance: Level 27
    • (11) Malaise's Illusions - Confused/Range: Level 27
    • (11) Malaise's Illusions - Accuracy/Confused/Recharge: Level 27

    Level 8: Mass Hypnosis

    • (A) Call of the Sandman - Accuracy/Recharge: Level 27
    • (13) Call of the Sandman - Endurance/Sleep: Level 27
    • (15) Call of the Sandman - Accuracy/Endurance: Level 27
    • (15) Call of the Sandman - Sleep/Range: Level 27
    • (17) Call of the Sandman - Accuracy/Sleep/Recharge: Level 27

    Level 10: Temporal Mending

    • (A) Preventive Medicine - Heal: Level 27
    • (17) Preventive Medicine - Heal/Endurance: Level 27
    • (36) Preventive Medicine - Endurance/RechargeTime: Level 27
    • (37) Preventive Medicine - Heal/RechargeTime: Level 27
    • (37) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
    • (37) Preventive Medicine - Chance for +Absorb: Level 27

    Level 12: Telekinesis

    • (A) Endurance Reduction IO: Level 50
    • (13) Endurance Reduction IO: Level 50

    Level 14: Mystic Flight

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10

    Level 16: Distortion Field

    • (A) Basilisk's Gaze - Recharge/Hold: Level 27
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
    • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (43) Basilisk's Gaze - Chance for Recharge Slow: Level 10
    • (43) Pacing of the Turtle - Chance of -Recharge: Level 20
    • (45) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 18: Total Domination

    • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
    • (19) Basilisk's Gaze - Accuracy/Recharge: Level 27
    • (19) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
    • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (21) Essence of Curare - Accuracy/Hold/Recharge: Level 50
    • (23) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50

    Level 20: Time Stop

    • (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 27
    • (23) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 27
    • (25) Will of the Controller - Endurance/Recharge: Level 27
    • (25) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 27
    • (36) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 27
    • (36) Will of the Controller - Recharge/Chance for Psionic Damage: Level 27

    Level 22: Maneuvers

    • (A) Red Fortune - Defense/Endurance: Level 27
    • (45) Red Fortune - Defense/Recharge: Level 27
    • (45) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (46) Red Fortune - Defense: Level 27
    • (46) Red Fortune - Endurance: Level 27
    • (46) Luck of the Gambler - Recharge Speed: Level 25

    Level 24: Tactics

    • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
    • (50) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)

    Level 26: Terrify

    • (A) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized: Level 27
    • (27) Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime: Level 27
    • (27) Overpowering Presence - Endurance/RechargeTime: Level 27
    • (29) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance: Level 27
    • (29) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime: Level 27
    • (31) Overpowering Presence - RechargeTime/Energy Font: Level 27

    Level 28: Farsight

    • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
    • (31) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
    • (34) Luck of the Gambler - Recharge Speed: Level 25

    Level 30: Hasten

    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50

    Level 32: Mass Confusion

    • (A) Malaise's Illusions - Accuracy/Recharge: Level 27
    • (33) Malaise's Illusions - Endurance/Confused: Level 27
    • (33) Malaise's Illusions - Accuracy/Endurance: Level 27
    • (33) Malaise's Illusions - Confused/Range: Level 27
    • (34) Malaise's Illusions - Accuracy/Confused/Recharge: Level 27
    • (34) Perplex - Accuracy/Confused/Recharge: Level 50

    Level 35: Slowed Response

    • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50

    Level 38: Chrono Shift

    • (A) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (39) Performance Shifter - EndMod/Recharge: Level 50
    • (39) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (39) Numina's Convalesence - Heal/Endurance/Recharge: Level 50

    Level 41: Time's Juncture

    • (A) HamiO: Enzyme Exposure (+2 Def/End/ToHit)

    Level 44: Temporal Selection

    • (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50

    Level 47: Assault

    • (A) Endurance Reduction IO: Level 50

    Level 49: Vengeance

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 1: Brawl

    • (A) Accuracy IO: Level 50

    Level 1: Sprint

    • (A) Celerity - +Stealth: Level 15

    Level 2: Rest

    • (A) Recharge Reduction IO: Level 50

    Level 1: Containment

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Flight Speed IO: Level 50

    Level 2: Hurdle

    • (A) Jumping IO: Level 50

    Level 2: Health

    • (A) Miracle - +Recovery: Level 20

    Level 2: Stamina

    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50

    Level 1: Prestige Power Slide

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Dash

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Quick

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Surge

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Rush

    • (A) Run Speed IO: Level 50

    ------------

    ------------

    Set Bonus Totals:

    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 10.31% Defense(Energy)
    • 10.31% Defense(Negative)
    • 7.5% Defense(Ranged)
    • 6.75% Max End
    • 5% Enhancement(Held)
    • 5% Enhancement(Stunned)
    • 5.5% Enhancement(Terrorized)
    • 10% Enhancement(Immobilized)
    • 3.75% Enhancement(Max EnduranceDiscount)
    • 10% Enhancement(Confused)
    • 9% Enhancement(Accuracy)
    • 15% Enhancement(Sleep)
    • 91.25% Enhancement(RechargeTime)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 80.12 HP (7.88%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 33.75%
    • MezResist(Held) 33.75%
    • MezResist(Immobilized) 33.75%
    • MezResist(Sleep) 33.75%
    • MezResist(Stunned) 33.75%
    • MezResist(Terrorized) 33.75%
    • 12% (0.2 End/sec) Recovery
    • 12% (0.51 HP/sec) Regeneration
    • 8.25% Resistance(Smashing)
    • 8.25% Resistance(Lethal)
    • 4.5% Resistance(Fire)
    • 4.5% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 4.5% Resistance(Toxic)
    • 4.5% Resistance(Psionic)

    ------------

    Set Bonuses:

    Decimation

    (Mesmerize)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   11.45 HP (1.13%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)
    •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

    Devastation

    (Dominate)

    •   12% (0.51 HP/sec) Regeneration

    Lockdown

    (Dominate)

    •   3% DamageBuff(All)

    Decimation

    (Levitate)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   11.45 HP (1.13%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Malaise's Illusions

    (Confuse)

    •   2.5% (0.04 End/sec) Recovery
    •   2.5% Enhancement(Confused)
    •   2.5% DamageBuff(All)
    •   6.25% Enhancement(RechargeTime)

    Call of the Sandman

    (Mass Hypnosis)

    •   5% Enhancement(Sleep)
    •   19.08 HP (1.88%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Preventive Medicine

    (Temporal Mending)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   19.08 HP (1.88%) HitPoints
    •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   3.75% Enhancement(EnduranceDiscount)
    •   8.75% Enhancement(RechargeTime)
    •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

    Blessing of the Zephyr

    (Mystic Flight)

    •   Knockback (Mag -4), Knockup (Mag -4)

    Basilisk's Gaze

    (Distortion Field)

    •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    •   2% (0.03 End/sec) Recovery
    •   7.5% Enhancement(RechargeTime)

    Basilisk's Gaze

    (Total Domination)

    •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    •   2% (0.03 End/sec) Recovery
    •   7.5% Enhancement(RechargeTime)

    Will of the Controller

    (Time Stop)

    •   2.5% DamageBuff(All)
    •   6% Enhancement(Immobilized), 6% Enhancement(Sleep), 3.3% Enhancement(Terrorized), 3% Enhancement(Confused), 3% Enhancement(Held), 3% Enhancement(Stunned)
    •   9% Enhancement(Accuracy)
    •   8.75% Enhancement(RechargeTime)
    •   3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

    Red Fortune

    (Maneuvers)

    •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   2% DamageBuff(All)
    •   5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Maneuvers)

    •   7.5% Enhancement(RechargeTime)

    Overpowering Presence

    (Terrify)

    •   4% Enhancement(Immobilized), 4% Enhancement(Sleep), 2.2% Enhancement(Terrorized), 2% Enhancement(Confused), 2% Enhancement(Held), 2% Enhancement(Stunned)
    •   19.08 HP (1.88%) HitPoints
    •   4.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
    •   3% (0.05 End/sec) Recovery
    •   3.75% Defense(Energy,Negative), 1.88% Defense(Ranged)

    Luck of the Gambler

    (Farsight)

    •   7.5% Enhancement(RechargeTime)

    Malaise's Illusions

    (Mass Confusion)

    •   2.5% (0.04 End/sec) Recovery
    •   2.5% Enhancement(Confused)
    •   2.5% DamageBuff(All)
    •   6.25% Enhancement(RechargeTime)

    Luck of the Gambler

    (Vengeance)

    •   7.5% Enhancement(RechargeTime)

     

     

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    |-------------------------------------------------------------------|

     

  12. Back in Issue 23 I also played a Mind/Kinetics Controller who reached Level 50 before Time Manipulation was announced, so by the time Time Manipulation arrived I wasn't exactly keen on taking another Controller from 1-50 just so I could play Mind/Time as a Controller.  However, with a "fresh start" on new City of Heroes servers, that particular sunk costs fallacy no longer applies, since I'd be starting from scratch anyway ... and since I've already worked up a Ninja/Time/Mace Mastermind, a Time/Dual Pistols Defender and a Gravity/Time Controller already, I ought to be able to crib notes from my own builds and be able to come up with a build for Mind/Time ... right?

     

    Well, let's just say that I'd forgotten just how SLOT HUNGRY Mind Control is.  Add that to Time Manipulation being a relative slot hungry set as well and it's inevitable that something's going to have to give.  Having done both Gravity and Mind Control with Time Manipulation, I feel pretty confident in saying that with how I want to slot my powers, Mind Control is heavier on the demand for enhancement slots than Gravity is.  This was basically the first build where I couldn't get away with 5-slotting Tactics for Adjusted Targeting and had to settle for 2-slotting with HOs.

     

    Also, in contrast to Gravity, Mind Control offers multiple paths to being able to lockdown groups of Foes, and with Confusion (and Mass Confusion Mass Comedy) it isn't even necessary to engage piles of $Targets directly.  However, even so, the benefit of having Time's Juncture and Distortion Field acting as AoE "neutralizer fields" to make it easier to lay down more area wide control will help.

     

    Levitate is slotted as an attack power with a Force Feedback proc and is therefore intentionally designed to act as an "accelerator" for the entire build when including Levitate in a regular attack chain.  Being able to proc Force Feedback for +100% Recharge for 5 seconds offers the same recharge benefit as having a +7.5% set bonus so long as Force Feedback is procced at least once per 66-67 seconds.  I have a feeling that shouldn't be that hard to do with Levitate as part of the attack chain.  Ordinarily I'd want to slot the Force Feedback proc into an AoE Knock power, but since neither Mind Control nor Time Manipulation offers that option, I'll settle for simply putting one into Levitate.

     

    The real coup of this build however has to be, I'm thinking, being able to slot Overwhelming Presence into Terrify so as to leverage Terrify into being an AoE attack that summons the "inner demons" (so to speak) of your $Targets to fight them while they cower in Fear of them, while at the same time extending the Fear duration well beyond perma (so as to enable 2+ stacking of Terrify).  Considering that this build is getting the recharge on Terrify down around 10 seconds, that could potentially mean that when using Terrify in a target rich environment you can potentially wind up with multiple procs over time of Overwhelming Presence, yielding summons that attack for enough damage to compensate for the lack of damage enhancement in Terrify itself.  It also gives feared $Targets something else to direct their aggro at besides just your Controller.

     

    Overall, I'm rather happy with how this build turned out, even if I had to make some compromises on what powers would receive enhancement slots (and how many).  Purely from an aesthetic viewpoint, I like the idea of having a primary/secondary combo that Leaves NO Evidence that my character was anywhere near where all of my Foes simply wound up defeated (and arrested).  Mind Control for the no evidence left at the scene win!

     

    ViciousSecondaryAmericansaddlebred.gif

     

    As always with my builds, if you want to see what everything looks like when fully loaded out with Level 50 Purple IOs, simply load up the data chunk into Pine and use the Flip to Alternate option for the slots.

  13. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Controller

    Primary Power Set: Gravity Control

    Secondary Power Set: Time Manipulation

    Power Pool: Sorcery

    Power Pool: Leadership

    Power Pool: Speed

     

    Hero Profile:

     

    Level 1: Lift

    • (A) Decimation - Accuracy/Damage: Level 27
    • (40) Decimation - Damage/Endurance: Level 27
    • (42) Decimation - Damage/Recharge: Level 27
    • (42) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (42) Decimation - Accuracy/Damage/Recharge: Level 27
    • (43) Force Feedback - Chance for +Recharge: Level 21

    Level 1: Time Crawl

    • (A) Accuracy IO: Level 50

    Level 2: Gravity Distortion

    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (5) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
    • (5) Devastation - Chance of Hold: Level 30
    • (7) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (7) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 4: Mystic Flight

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10

    Level 6: Propel

    • (A) Decimation - Accuracy/Damage: Level 27
    • (9) Decimation - Damage/Endurance: Level 27
    • (9) Decimation - Damage/Recharge: Level 27
    • (11) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (11) Decimation - Accuracy/Damage/Recharge: Level 27
    • (13) Force Feedback - Chance for +Recharge: Level 21

    Level 8: Crushing Field

    • (A) Accuracy IO: Level 50

    Level 10: Temporal Mending

    • (A) Preventive Medicine - Heal: Level 27
    • (37) Preventive Medicine - Heal/Endurance: Level 27
    • (37) Preventive Medicine - Endurance/RechargeTime: Level 27
    • (37) Preventive Medicine - Heal/RechargeTime: Level 27
    • (40) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
    • (40) Preventive Medicine - Chance for +Absorb: Level 27

    Level 12: Time's Juncture

    • (A) Dark Watcher's Despair - To Hit Debuff: Level 27
    • (13) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
    • (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
    • (15) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
    • (17) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
    • (17) Pacing of the Turtle - Chance of -Recharge: Level 20

    Level 14: Temporal Selection

    • (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50

    Level 16: Distortion Field

    • (A) Basilisk's Gaze - Recharge/Hold: Level 27
    • (48) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
    • (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (50) Basilisk's Gaze - Chance for Recharge Slow: Level 10
    • (50) Pacing of the Turtle - Chance of -Recharge: Level 20
    • (50) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 18: Gravity Distortion Field

    • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
    • (19) Basilisk's Gaze - Accuracy/Recharge: Level 27
    • (19) Basilisk's Gaze - Recharge/Hold: Level 27
    • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (21) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (23) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 20: Time Stop

    • (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 27
    • (23) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 27
    • (25) Will of the Controller - Endurance/Recharge: Level 27
    • (25) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 27
    • (27) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 27
    • (29) Will of the Controller - Recharge/Chance for Psionic Damage: Level 27

    Level 22: Maneuvers

    • (A) Red Fortune - Defense/Endurance: Level 27
    • (43) Red Fortune - Defense/Recharge: Level 27
    • (43) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (45) Red Fortune - Defense: Level 27
    • (45) Red Fortune - Endurance: Level 27
    • (45) Luck of the Gambler - Recharge Speed: Level 25

    Level 24: Tactics

    • (A) Adjusted Targeting - To Hit Buff: Level 27
    • (46) Adjusted Targeting - To Hit Buff/Recharge: Level 27
    • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27
    • (46) Adjusted Targeting - Endurance/Recharge: Level 27
    • (48) Adjusted Targeting - To Hit Buff/Endurance: Level 27

    Level 26: Wormhole

    • (A) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized: Level 27
    • (31) Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime: Level 27
    • (34) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance: Level 27
    • (36) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime: Level 27
    • (36) Overpowering Presence - RechargeTime/Energy Font: Level 27

    Level 28: Farsight

    • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
    • (29) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
    • (31) Luck of the Gambler - Recharge Speed: Level 25

    Level 30: Hasten

    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50

    Level 32: Singularity

    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    • (33) Expedient Reinforcement - Damage/Endurance: Level 31
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
    • (34) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
    • (34) Sovereign Right - Resistance Bonus: Level 25

    Level 35: Slowed Response

    • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
    • (36) Achilles' Heel - Chance for Res Debuff: Level 10

    Level 38: Chrono Shift

    • (A) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (39) Performance Shifter - EndMod/Recharge: Level 50
    • (39) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (39) Numina's Convalesence - Heal/Endurance/Recharge: Level 50

    Level 41: Assault

    • (A) Endurance Reduction IO: Level 50

    Level 44: Spirit Ward

    • (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50

    Level 47: Vengeance

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 49: Dimension Shift

    • (A) Endurance Reduction IO: Level 50

    Level 1: Brawl

    • (A) Accuracy IO: Level 50

    Level 1: Containment

    Level 1: Prestige Power Dash

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Slide

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Quick

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Rush

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Surge

    • (A) Run Speed IO: Level 50

    Level 1: Sprint

    • (A) Celerity - +Stealth: Level 15

    Level 2: Rest

    • (A) Recharge Reduction IO: Level 50

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Run Speed IO: Level 50

    Level 2: Health

    • (A) Miracle - +Recovery: Level 20
    • (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30

    Level 2: Hurdle

    • (A) Jumping IO: Level 50

    Level 2: Stamina

    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    ------------

    ------------

    Set Bonus Totals:

    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 6.56% Defense(Energy)
    • 6.56% Defense(Negative)
    • 5.63% Defense(Ranged)
    • 4.5% Max End
    • 5% Enhancement(Confused)
    • 5% Enhancement(Held)
    • 5% Enhancement(Stunned)
    • 3.75% Enhancement(Max EnduranceDiscount)
    • 5.5% Enhancement(Terrorized)
    • 10% Enhancement(Sleep)
    • 18% Enhancement(Accuracy)
    • 10% Enhancement(Immobilized)
    • 88.75% Enhancement(RechargeTime)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 76.3 HP (7.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 33.75%
    • MezResist(Held) 33.75%
    • MezResist(Immobilized) 33.75%
    • MezResist(Sleep) 33.75%
    • MezResist(Stunned) 33.75%
    • MezResist(Terrorized) 33.75%
    • 9.5% (0.16 End/sec) Recovery
    • 12% (0.51 HP/sec) Regeneration
    • 28.25% Resistance(Smashing)
    • 28.25% Resistance(Lethal)
    • 24.5% Resistance(Fire)
    • 24.5% Resistance(Cold)
    • 27.5% Resistance(Energy)
    • 27.5% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)

    ------------

    Set Bonuses:

    Decimation

    (Lift)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   11.45 HP (1.13%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Devastation

    (Gravity Distortion)

    •   12% (0.51 HP/sec) Regeneration

    Lockdown

    (Gravity Distortion)

    •   3% DamageBuff(All)

    Blessing of the Zephyr

    (Mystic Flight)

    •   Knockback (Mag -4), Knockup (Mag -4)

    Decimation

    (Propel)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   11.45 HP (1.13%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Preventive Medicine

    (Temporal Mending)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   19.08 HP (1.88%) HitPoints
    •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   3.75% Enhancement(EnduranceDiscount)
    •   8.75% Enhancement(RechargeTime)
    •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

    Dark Watcher's Despair

    (Time's Juncture)

    •   15.26 HP (1.5%) HitPoints
    •   2.5% (0.04 End/sec) Recovery
    •   5% Enhancement(RechargeTime)
    •   2% DamageBuff(All)

    Basilisk's Gaze

    (Distortion Field)

    •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    •   2% (0.03 End/sec) Recovery
    •   7.5% Enhancement(RechargeTime)

    Basilisk's Gaze

    (Gravity Distortion Field)

    •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    •   2% (0.03 End/sec) Recovery
    •   7.5% Enhancement(RechargeTime)

    Lockdown

    (Gravity Distortion Field)

    •   3% DamageBuff(All)

    Will of the Controller

    (Time Stop)

    •   2.5% DamageBuff(All)
    •   6% Enhancement(Immobilized), 6% Enhancement(Sleep), 3.3% Enhancement(Terrorized), 3% Enhancement(Confused), 3% Enhancement(Held), 3% Enhancement(Stunned)
    •   9% Enhancement(Accuracy)
    •   8.75% Enhancement(RechargeTime)
    •   3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

    Red Fortune

    (Maneuvers)

    •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   2% DamageBuff(All)
    •   5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Maneuvers)

    •   7.5% Enhancement(RechargeTime)

    Adjusted Targeting

    (Tactics)

    •   2% DamageBuff(All)
    •   3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   9% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Overpowering Presence

    (Wormhole)

    •   4% Enhancement(Immobilized), 4% Enhancement(Sleep), 2.2% Enhancement(Terrorized), 2% Enhancement(Confused), 2% Enhancement(Held), 2% Enhancement(Stunned)
    •   19.08 HP (1.88%) HitPoints
    •   4.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
    •   3% (0.05 End/sec) Recovery

    Luck of the Gambler

    (Farsight)

    •   7.5% Enhancement(RechargeTime)

    Expedient Reinforcement

    (Singularity)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   3% DamageBuff(All)
    •   6.25% Enhancement(RechargeTime)
    •   10% Resistance(All)

    Sovereign Right

    (Singularity)

    •   10% Resistance(All)

    Luck of the Gambler

    (Vengeance)

    •   7.5% Enhancement(RechargeTime)

     

     

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  14. Back in Issue 23 I had a Gravity/Trick Arrow Controller, who I'd started about 2 months before Time Manipulation was even announced, I remember at the time agonizing over whether to reroll for Gravity/Time or just keep going with what I had.  In the end, I stuck with Gravity/Trick Arrow, but was ultimately unsatisfied with how the primary and secondary played together.  So I've always wondered what would have happened if I'd gone ahead and rerolled for Gravity/Time instead ... and this build is the answer to that question.

     

    dvdp_blackholes_small.gif

     

    One of the drawbacks/weaknesses of Gravity Control is that it doesn't do a whole lot of actual lockdown controlling aside from a fraction of its powers.  What I mean by that specifically is that Gravity tends to be short on powers that "prevent" damage from being sent out from your $Targets to yourself and/or your team.  Fortunately, Time Manipulation makes it possible to substantially mitigate that shortcoming through a combination of Time's Juncture (PBAoE toggle), Distortion Field (Target AoE click) and Farsight (PBAoE click) to do a combination of ToHit Debuffing, Recharge Debuffing and Defense Buffing.  With sufficient Recharge Debuffing, it becomes possible to "ghetto hold" large numbers of Foes without resorting to Gravity Distortion Field and mitigate a very large amount of potential incoming damage.  Additionally, it becomes possible to stack enough Hold MAG from Gravity Distortion, Time Stop and Singularity (also casting Gravity Distortion) to be within striking distance of achieving the necessary MAG 56 Hold stack to be able to enforce a Hold through the Purple Triangles of Doom on a single $Target if given sufficient time to do so (about 45+ seconds of animations) and not "distracted" with needing to deal with incoming damage.

     

    You will notice that in this build both Lift and Propel have been slotted with the Force Feedback proc in order to allow both of these powers to act as "accelerators" for the overall recharge of the build.  However, if desired, the Force Feedback proc in Lift can be easily swapped for the Decimation Build Up proc instead.  Owing to the fact that Propel can (now) "splash" Knockback onto additional Foes in proximity to your $Target, this makes for the best candidate "AoE-ish" power in the build which can be rapidly recharged and used as part of an attack chain rotation.

     

    One other thing to take especial note of is the slotting of the Overpowering Presence ATO set into Wormhole ... and specifically its proc for summoning additional "allies" to attack whatever $Targets you'll be pushing through the Wormhole.  Use of this set on an AoE power like this increases the chance to proc the summons, hopefully increasing the odds of successfully summoning them when using Wormhole, which would make for a very interesting combination I'm thinking.

     

    If you want to see what this build looks like with maximum Level 50 Purple IO slotting, simply load the build into Pine and use the Flip to Alternate feature on the slots.

     

    Enhancement Levels are deliberately set to provide the broadest range of Exemplar Levels for set bonuses to be active (24+ and 28+) while still delivering acceptable amounts of basic enhancement performance (essentially "SO-ish" quantities).  The frankenslotting of Chrono Shift may be of interest to others building for Time Manipulation.

  15. Note for anyone who has been downloading these builds, I've done a slight update on both of them to shuffle some enhancements around a little for a better balance of performance from Empty Clips which will be getting used A LOT as an accelerator for the entire build ... mainly because the Force Feedback proc won't "stack" procs at all, but once the 5 second duration of a proc has expired it can proc again, resulting in a lot of uptime ... particularly on a recharge heavy build like this one is.

     

    That meant that Empty Clips (honestly) needed a slightly better set of enhancement values for Endurance Reduction, which then prompted this update to both builds.  No "new" enhancements were introduced into the build, just a slight reshuffling of the already existing enhancements was done to achieve this "rebalancing" of enhancement factors in a few individual powers.

  16. I do question taking Mystic Flight so early, though. I know we can take travel powers at level 4 now, but it seems like other things would be a lot more useful when exemping, especially with jetpacks and such available from P2W vendors. Most content wasn't designed with the assumption of a travel power until level 14 anyway.

     

    Think of it this way ...

     

    Being able to Hover in the sky (the way that bricks don't) means that most mobs simply won't be able to reach you with their ranged attacks, while you'll be well equipped to reach them with your ranged attacks.  So being able to float in the air so early is going to be a major source of mitigation on incoming damage.  Furthermore, when you Exemplar, you can use any power that is up to +5 Levels to the current Level you have been Exemplared to.  This means that any powers you take in the 1-6 range will ALWAYS be available to you, regardless of Exemplar Level.

     

    In my case, I figure that being able to "hover" at Level 4 using Mystic Flight ... which is kind of a hybrid cross of Hover AND Teleport ... is enough of a defensive/protective advantage to merit the Level 4 power pick.  However, if you disagree, or would prefer to use a different Travel power/pool, that's an extremely easy swap to make with your own build.  Just because I like the idea, doesn't mean that you have to.  You Be You (and all that).  And by all means, if you'd prefer to use Raptor Packs (or whatever) instead ... go ahead.

  17. Speaking just for myself (of course) ... I usually used Ninja Run+Sprint as my "travel" power(s), since that gave me about 60mph worth of speed.  I then took Hover simply to be able to reach "high places" and other locations that would be beyond the (easy) reach of jumping around with Ninja Run.  Only place it became a (slow) problem was in the Shadow Shard, due to the lack of "ground" in those zones ... and the easy solution was to buy a Flight Pack.  Of course, when doing Shadow Shard Task Forces there was almost always someone on the team with Recall Friend, so even that situation wasn't as bad as you might think it ought to be, especially if you were at all familiar with the Geysers out there (most people weren't).

     

    And it was always fun to be "FIRST" to the Mission Door when using nothing more than Ninja Run+Sprint and watching the Superspeeders roll in behind you because you understood how to navigate better than they did ... ;)

  18. Thanks for sharing.

     

    Your appreciation is my (only?) reward.

     

    I have a Nin/Time/Mace but I can't decide on power pools. I started with stealth to give some bonus defense while I stand in the middle of the mob with the PBAoE -tohit, but I am considering presence pool for intimidate and taunt to use with bodyguard mode, as you mentioned in your later posts.

     

    It's really ironic that stealth/invisibility does almost nothing advantageous for Ninjas whatsoever.  The difference it makes is really marginal/minor, and realistically only offers an advantage of positioning BEFORE battles, rather than during.

     

    I've just really come to the conclusion that the best way to support Ninjas, simply because they're so "flimsy" on their own, is to draw aggro away from them onto my Mastermind and do what I can to make sure that most of the damage they take is via Bodyguard Mode (which spreads it out among them) rather than letting them take hits directly (which concentrates the damage onto them).  Provoke as an AoE allows me to do that and then "soak" what damage leaks through my Mastermind onto my Ninjas through use of Temporal Mending.  The net result is that the best tactic is to keep them all together and keep the aggro OFF the Ninjas and ON my Mastermind so that we can all survive better together than we can individually/separately.

     

    Also, why did you choose veng/victory rush? Veng does not work with pets and Victory Rush is not affected by chrono/etc. Was it just for the LoTG?

     

    Mainly because I didn't have any more slots to spare, meaning I needed 1 slot wonders for the last 2 powers.  Since I already had the 3 Leadership toggles, I figured why not just get all 5 powers and be that much more desirable in group play.

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