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Redlynne

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Everything posted by Redlynne

  1. First there was Time/Dual Pistols/Dark ... the original No Escape build. I posted that build on 15 May 2019. Then I revised it into the Time/Dual Pistols/Soul ... Yet Another No Escape build. Posted that updated build on 17 July 2019. And now, thanks to the work I've been doing updating my Gravity/Time/Primal Controller build as well as my Ninja/Time/Mace Mastermind build, which has gotten some truly scary results(!) as far as I'm concerned (and I'm not talking about the WALL OF TEXTS CRITS YOU!!! that was needed to explain it all) ... it's time to come full circle back to Time/Dual Pistols/Soul and do some updating with the new sets released with Issue 26 Page 5 ... specifically, the Bombardment and Synapse's Shock sets. And if you've been reading my new Controller and Mastermind build posts, you're going to see a LOT of commonality with what I've got going on here ... because it WORKS. Defenses are also reasonably well covered in this build, with debuffing from Time's Juncture stacking with defense buffing from Farsight to reach the 45% defensive softcap versus +0 $Targets ... before being buffed by Power Boost. Slots got "pirated" from Tactics (relative to previous builds) so as to distribute elsewhere for greater effect. The switch to slotting up Temporal Mending with the full Regenerative Tissue set along with Temporal Selection getting the full Preventative Medicine set is now a standard feature of all of my Time Manipulation builds. The combination of these two powers in team play is just too valuable to ignore, especially when Temporal Selection can be spread around to up to 4 Allies simultaneously, increasing the healing and regeneration buffing they get out of Temporal Mending ... is just too good. It's certainly worth all of the slots previously dedicated to Tactics in pursuit of a +2.5% Defense vs All set bonus to be able to have Regenerative Tissue AND Temporal Mending (both) in the same build, slotted up with Regenerative Tissue and Preventative Medicine respectively. I also reshuffled slots to devote a greater allocation to Slowed Response, owing to how it's possible to put 2 damage procs (Shield Breaker and Touch of Lady Grey) along with a -Resistance debuff proc (Achilles' Heel) and watch all three of them have a 90% chance to proc in a 25 ft radius Click power that can be used twice per minute to inflict some serious resistance debuffing on a (herded) pile of $Targets. Turning Slowed Response into a proc monster damage, defense AND resistance debuffing AoE power like I've been doing is also too good to ignore so it makes another appearance here. A lot of the other build design elements seen in previous posts recur here, albeit with some tweaks and changes. The biggest change, wrought by the new Issue 26 Page 5 sets ... Bombardment specifically ... made it possible to reslot Empty Clips, Bullet Rain and Piercing Rounds in such a way as to generate a massive global range buff for the entirety of the build as a whole. 80 ft base range powers now have a 98 ft range thanks to global buffs before Incarnates. Empty Clips reaches all the way out to ~74 ft range! Piercing Rounds is turned into a multi-target "snipe" power that has a range of ~142 ft(!) and can hit up to 3 $Targets (with a 9.9 ft cone "width" at 142 ft 4º cone distance). Can you say Hover Offender? Where there is altitude, there is SAFETY ... Slotting for Pistols, Dual Wield and Suppressive Fire got reshuffled, so as to put the Decimation Build Up proc into Suppressive Fire (of all places...) for a whopping 36.12% chance of a Build Up proc(!) ... which is more than double the 6.5% chance the same slotting had in Pistols in the prior builds. This in turn makes the Suppressive Fire > Pistols > Dual Wield > Pistols > Piercing Rounds single target attack chain FAR more deadly and dangerous! It also means that against multiple $Targets the Suppressive Fire > Empty Clips > Bullet Rain > Pistols > Piercing Rounds attack chain is also FAR more deadly and dangerous! The Defender ATO procs have been moved into Pistols and Dual Wield, where they can (average) ~24% and ~38% proc chances, respectively ... yielding PBAoE Absorb bubbling and PBAoE Healing as a regular "feature" of the single target attack chain at ALL Exemplar levels, for best defensive performance from the build. Empty Clips and Bullet Rain retain their Force Feedback procs (and gain the Bombardment proc in an effort to avoid recharge enhancement from the Bombardment set) which should proc fairly reliably when used in Target Rich Environments™. Even better yet, it only takes 3 Force Feedback procs per 90s to make Chrono Shift perma ... and only 8 Force Feedback procs per 120s to make Hasten perma ... both of which are QUITE doable, even when soloing. So these AoE attack powers are the "accelerant" to your entire build, and using them while under the effects of a Build Up proc from Decimation in Suppressive Fire and/or Gaussian's Synchronized Fire Control in Tactics will DRAMATICALLY magnify the amount of AoE damage that Empty Clips and Bullet Rain can deliver (especially when both proc and stack!). Suppressive Fire is where some SERIOUSLY major Proc Fu changes occured, due to discussions with @Bopper that you will see later below the build post, as well as a bit of inspiration provided by @Xandyr in the Nature/Dual Pistols thread that prompted me towards this discovery ... which essentially entailed cannibalizing Executioner's Shot (both power pick and slots) so as to 6-slot Suppressive Fire for damage procs and the Decimation Build Up proc (with a 36.12% proc chance per repeating attack rotation!). This then opened up a power pick slot for adding Soul Storm as the Level 49 power pick, making it possible to not only have 3 Hold powers in the build(!) ... but also 3 Hold powers with enough duration to double stack their Hold mag before increasing their durations with Power Boost. This means that this particular build can potentially lock down as many as 3-6 single $Targets simultaneously (or even more, given time to do so with Power Boosted durations) OR assist a Controller or Dominator with building a deep enough Hold mag stack to successfully Hold an AV through Purple Triangles of Doom, with Time Crawl and Time Stop assisting with Regeneration debuffing during the effort (just need to refresh Time Crawl once every ~20s). It's at this point that I want to point out that this build isn't anywhere NEAR as "locked in" to its power picks and slotting as it might at first appear. There are some fungible elements to it. The first and most obvious fungible item is that some people just do not want to have Dual Wield in their builds. In this case ... that's okay. It is perfectly possible to reshuffle power picks (and timing of when slots are added to powers) so as to swap the choice Dual Wield at Level 2 for Executioner's Shot at Level 28. Note that doing this has repercussions for the build when Exemplared to Levels 1-22, due to the lack of access to Executioner's Shot at those lower levels. However, if such a swap suits you ... by all means, go ahead and shuffle/swap the powers and slots around to suit yourself. Another point of fungibility is the slotting of the Defender ATOs. It's perfectly possible to swap the first 3 slots between the two powers (either Pistols and Dual Wield or Pistols and Executioner's Shot) so as to capture an even greater global set bonus boost to Range over the build I'm presenting here. The reason why I didn't opt for that option was because I felt that the additional gain in Range was marginal verging on superfluous (it's like +6 ft for some powers) while costing some Defense vs Ranged and AoE that while not "critical" per se would mean falling below the 45% Defensive softcap when combining with the -ToHit debuffing of Time's Juncture against +0 Foes. Given how ... aggressively ... I plan to play this build (and would encourage others to play this build!) I decided that the global bonuses to Defense were more valuable overall than pulling that last little bit of extra Range out of the build. So very much a compromise on my part for a slightly more "balanced" build when fully built out and operational. A third major point of fungibility, pointed out by @Bopper below, would be dropping Soul Drain in favor of Dark Embrace at Level 44. This change would enable slotting of (both) the +3% Defense vs All Resistance set IOs and free up as many as 4 slots for the rest of the build, which could then be spent on Karma in Hover (Knockback Protection), Kismet in Hover (ToHit buffing), Steadfast Protection in Dark Embrace (Knockback Protection and +3% Defense vs All plus set bonuses), the Annihilation proc in Piercing Rounds (Resistance debuffing) and/or the Entomb proc in Soul Storm (Absorb shielding plus recharge for better uptime on Soul Storm). This change would increase Defense vs All of the build as a whole while also increasing the Smashing, Lethal, Toxic and Negative Energy Resistances of the build, for a more defensive than offensive overall build posture. On that basis alone, it is certainly an option worth considering, given the merits relative to being able to have Soul Drain on a 50% (or better) uptime for increased offensive throughput. However, Soul Drain requires clusters of $Targets to drain (at the right times) while the Dark Embrace option is fully self-contained and does not require $Targets of Opportunity in order to function, so there is definitely a tradeoff to be had here in terms of offense versus defense/resistance. So overall, I would like to think that this rebuild is even stronger, more deadly, more dangerous (to foes), more supportive (to allies) and just all around MORE than either of my previous builds for this purpose were able to achieve. I also like to think that with the Bombardment sets and the Defender ATO slotting that this build starts to rival (and surpass?) Assault Rifle for range ... using (Dual) Pistols ... And then there's that Suppressive Fire, Time Crawl+Time Stop and Soul Storm (mmmm ... Soul Storm ... 😎) combination for exerting battlefield control above and beyond what you can do with Slowed Response, Distortion Field bringing the AoE debuffing while Temporal Mending, Temporal Selection, Farsight and Chrono Shift bring the AoE buffing for yourself and others. Say Your Bullet Time Prayers indeed! So ... with the obligatory preamble completed (with a lower word count than I've been posting lately...) let's get on with the build specs, shall we? Oh and just in case it wasn't obvious ... there's an attuned 50 build in the alternate slots if you download the .mxd file that I've provided.
  2. He's an Arachnos/Crab Mastermind (that's why he can't get rid of the backpack from his costume). Due to an unpatched error, the pets he summons have an infinite duration (or until defeated, of course). Speaking of which, when was the last time YOU were summoned by Lord Recluse ...?
  3. You want it to be a counted badge. That way you have bragging rights over how many billions of INF you've spent on that badge ... because there's no "limit" to the number of times you can buy it, only the number of times you can afford(!) to buy it.
  4. Evolving Tri-Form Peacebringer build Evolving Tri-Form Warshade build Why are you framing this as an OR question? The correct answer is AND ...
  5. Considering that most Masterminds do not invest in any personal attacks, the Build Up proc is very likely worthless to most Mastermind builds ... particularly those that rely on proc monstering for damage production, since damage procs do not get boosted by Build Up procs. Conversely, -Resistance procs WILL boost damage by damage procs ... and also the damage production of powers that deal damage natively which are boosted in output by Build Up procs. So it's useful to know which option delivers the best yield for your own particular build strategies. After all, Build Up procs that don't modify any damage powers worth mentioning is not much of an advantage. What I'm really interested in knowing is whether the Build Up proc would only apply to yourself, or would it also affect/buff the individual pets hit by Empowering Circuit in the chain too. I figure it buffs caster only, but I want to be sure.
  6. Just because that's the way it WAS doesn't mean that's the way it always SHOULD HAVE BEEN ...
  7. Easy ... 1 billion INF per purchase of Exorbitance Incarnate™ badge. Can be purchased multiple times. Has no game mechanical effect, but can be chosen as a title which will also display in the title how many times the badge has been purchased. Mischief Managed.
  8. As advertised ... but there's a lot to know (and a lot to learn), and I wasn't willing to say "just read the previous post I made last year" and some of the details changed (because the global recharge dropped slightly) so I needed to do a few tweaks to update.
  9. Alright. Bindloadfiles for controlling (my, specifically) Ninja Mastermind Pets. But first ... I need to explain a few more things. I know ... this is my shocked face. So, first of all, I need to explain what my keyboard and mouse setup is, simply so as to make the ergonomics of my user interface is like. I use a (wired) full keyboard Apple Keyboard (I'm a Mac user) ... and I use a dirt cheap wired Logitech M100 mouse. These items look like this: Now, as for the keys on the keyboard I actually wind up using most/all of the time ... it's these: The ESC through F1-F12 keys get used. The Tilde through Backspace keys get used. TAB is rarely (if ever) used, but it does happen occasionally. Q and A are usually used for "throttle" functions in games, but I use them here for things like Auto Run/Walk and cancelling power queuing on the Q key (with modifiers for the extra functions) and doing the Ninja Run, Power Surge/Sprint toggling on the A key (with modifiers to differentiate) via slotting of those powers in specific slots in tray 9. WER SDF are my movement keys, and I "invert the T" so as to put side to side strafing movement on top, with turning down below. Backspace is used to return tells. Backslash is used to open the Menu (so as to change costumes, check ID or simply Quit). The Return key I have custom coded to require Shift+Enter to startchat, so as to prevent "rolling startchat" after hitting Enter to actually send a chat. The Semicolon key I have custom bound to toggle open the Auction House. M is simply there to toggle my Mission window from the keyboard. Shift+M opens the Contacts window, and Ctrl+M is used to toggle back to the "map" window. Spacebar is, of course, Jump and "fly up" ... while Shift+Spacebar is used to "fly down" when needed ... and Control+Spacebar activates the Jump Pack via keybind to a specific slot in tray 9. Which then brings me to all of the Mastermind (and as it turns out, Kheldian too) keybinds for controlling Mastermind Pets. The T, Y and U keys are for all of the Tier 1 Pets. The G and H keys are for all the Tier 2 Pets. The B key is for all three Tiers of Pets ... but when doing Shift+B I can address the Tier 3 Pet individually. Likewise, Shift+ T through U addresses the Tier 1 Pets as individuals. And Shift+ G or H addresses the Tier 2 Pets as individuals. Z, X and C are used for Attack, Goto and Follow. Shift+ Z, X and C are used for Aggressive, Passive, Defensive. V gets used invoking the Level 18 primary power (in this case, Smoke Flash), and gets "reassigned" depending on which set of Pets I'm currently commanding. Control+X is used to Dismiss the Pets I'm currently commanding. Control+ T, Y, U, G, H or B allows me to select that specific Pet as my current $Target, allowing me to target and train/buff my Pets from keyboard alone. Alt+ T, Y, U, G, H, V or B allows me to issue Inspirations to a Pet if I've got them loaded as the Pet I'm currently commanding. This disables when commanding more than 1 Pet at a time. Needless to say, this can come in very handy, but requires a good deal of practice/self-training to "get down" and loaded into muscle memory. So from here, an important starting point is going to be my "basic" default keybind set that I use whenever I reset and/or update the keybinds on ANY of my alts. I use this keybind file as my goto so as to simply go into the Menu > Options and go to the Keybinds tab and hit the Reset Keybinds key on the left in the window, to reload the factory defaults. I then simply click the Load Default Keybinds key on the right to pull my keybinds.txt file in and load it onto my alt. This then gives me a common basic setup to use for ALL of the characters I play ... and then I can use individual bindloadfiles for each character to "personalize" their necessary keybinds for their archetype and so on. So this is my default keybind file used for all alts. It's got a lot of extra functions built into it. Oh and incidentally, I use all 9 power trays in the bottom right of my screen, keeping them all open and visible at all times. keybinds.txt Note that this default keybind set assigns the 1-0 keybinds to power tray 2 ... not 1 ... and that the F1-F10 keys are assigned to power tray 3 ... not 2. This is because I use power tray 1 for "extra unlocked powers" on alts like Kheldian Form powers and the extra ammo types unlocked by Swap Ammo in Dual Pistols. Shift+ 1-0 is bound to power tray 4. Shift+ F1-F10 is bound to power tray 5. Control+ 1-0 is bound to power tray 6. Control+ F1-F10 is bound to power tray 7 Alt+ 1-0 is bound to power tray 8. Alt+ F1-F10 is bound to power tray 9 ... although I tend to load this tray with powers I'm in the habit of clicking with the mouse rather than using keybinds to address (due to the Alt+F4 combo being in here). This whole keybind regime lets me use a "common muscle memory language" for all of my alts such that I can put powers into similar places on different alts and not have to entirely "relearn" my whole keybinding scheme from scratch every time I start playing a new character. Everything "goes" to reasonably common places. Additionally, the binds used for the power trays point to the Slot In Tray to activate the power in that particular slot on that specific tray. This lets me reshuffle the powers in my trays without needing to completely rewrite all of my keybinds every time I need to move a power to a different slot in a different (or the same) power tray. The powers just happen to be in the slots and trays that make it easy for me to invoke them via keyboard binds, rather than needing to click on them using the mouse. From this foundation, I then load in my bindloadfile(s) for each alt. For my Mastermind ... that means loading a "master" Ninja control file that uses "reserved" keys that don't get overwritten by sub-options in the various sub-files. In my case, that is the Ninja.txt file which then controls which groups of Pets and/or individual Pets I'm wanting to address at any given time. Ninja.txt For whatever reason, my game client simply WILL NOT accept any additional commands being appended onto a bindloadfile command. This means I can't do something like load a bind file AND execute a power function (toggle on, toggle off, execute, etc.) within the same keybind. It just doesn't work for me. For this reason, I have needed to get as bare bones basic as possible with my keybinds so as to ensure that my keybinds actually WORK on my game client ... rather than FAIL spectacularly and utterly refuse to work (or even load properly, as it turns out). In my case, I named my Ninjas ... numbers (in Japanese) ... even my Mastermind. Ku no Ichi (九の一) means literally "1 of 9" for my Mastermind ... but written as KunoIchi (くノ一), which sounds EXACTLY THE SAME to the ear, it literally means "Female Ninja" while also being the stroke order for the kanji used to write woman (女). So yeah, multi-level linguistic pun in this context. San (三) is the number 3 ... is my Oni ... uses the B key. The pun here being this makes him Oni-San ... for those who like their onii-san jokes. Shi (四) is the number 4 ... is my Jounin 1 ... uses the G key. Itsutsu (五) is the number 5 ... is my Jounin 2 ... uses the H key. Roku (六) is the number 6 ... is my Genin 1 ... uses the T key. Nana (七) is the number 7 ... is my Genin 2 ... uses the Y key. Hachi (八) is the number 8 ... is my Genin 3 ... uses the U key. As for what happened to number 2 ... Ni (二) ... I deliberately leave that number (and pun potential) "unused" so it can mean anything anyone wants it to. Ninjas are just mysterious that way, you know? So that's how I named my Ninjas. I've explained it this way so that anyone who is (still) reading at this point will be able to easily identify what they need to do a Find/Replace on when converting my bindloadfiles for their own use, either as other Ninja Masterminds (easy) or as other primary type Masterminds (a little bit more involved, but doable with some extra effort). Also, just as an extra aside, I incorporated emotes that my Mastermind will "perform" whenever issuing any commands to my Ninjas. Attack emotes a Throat Slash. Goto emotes a Point. Follow emotes a Firework Bloom (so they know where to fall back to). Aggressive emotes a Bring It (as my Ninjas race to engage any hostiles nearby). Passive emotes a Stop. Defensive emotes a Backflip. Dismissal of Ninjas emotes a Buzz Off. If you're adapting my bindloadfiles to other Mastermind primary powersets, you may want to edit which commands incorporate which emotes, and to do so you'll want to do a simple Find/Replace All with the desired replacement emote in all of the bindloadfiles you're using for your own command set. I picked these emotes because they're thematic to a Ninja Mastermind, but feel free to get creative on your own if you want something else. So these are the requisite bindloadfiles called for by the "master" bindloadfile of Ninja.txt above (there are 9 of them). NinjaAll.txt NinjaGenin.txt NinjaJounin.txt NinjaOni.txt NinjaShi.txt NinjaItsutsu.txt NinjaRoku.txt NinjaNana.txt NinjaHachi.txt Now ... if you're still reading this, there's a few things I wanted to point out as little bits of clever conveniences built into these bindloadfiles, and how they inter(re)act with the ergonomics of the keyboard setup I'm using. So the first thing I've got is that if I've got the All, Genin or Jounin files loaded/active, because those files all address multiple Pets simultaneously, it's simply not possible to use a keybind to issue an inspiration to a specific Pet, because you need to have a $Target chosen to sent the inspiration to THAT specific Pet. This is why I've got the Alt+(T-U, G-H and V-B) keys doing this work of selecting the Pet and issuing the "largest" inspiration of that type available to that individual Pet automatically for me. All I need to do is use the Shift+(T-U, G-H or B) key combination FIRST to pick the Pet I want to send the inspiration to ... and then use the Alt+(T-U, G-H and V-B) to send the right inspiration TYPE to that Pet. Alt+T = Break Free Alt+Y = Accuracy Alt+U = Damage Alt+G = Endurance Alt+H = Heal Alt+V = Defense Alt+B = Resistance I set things up this way so that it's at least easier to remember "what goes where" by grouping categories together as a mnemonic aid. Break Free / Accuracy / Damage Endurance / Heal Defense / Resistance Another thing that some people may notice about my bindloadfiles is ... what's going on with that +v key in there? Well, that's a trick stolen from the Kheldian keybinds. By setting up +v the way I did here, it's going to try to activate Smoke Flash on the down press of the V key, and then when you release the V key (if you don't let go of it "too fast" it will queue up Temporal Selection to activate next ... all with a single keystroke. The idea here is that in a lot of situations (not all, granted, but a lot of them) I'd want to be using Smoke Flash as either an opener for a Pet about to take an alpha strike for me ... or because that Pet is in trouble and their green bar is dropping fast and something needs to be done to save them. The Smoke Flash will Placate nearby $Targets and enable a critical hit on their next few attacks (for 10s) by a Ninja Pet, but I'm thinking that if I need to "rescue" them from too much aggro like that, they're almost certainly going to need more healing if I'm using Smoke Flash as an "Oh S***!" button. What the +v keybinding does for me then is allow me to cause Smoke Flash AND Temporal Selection to be used on the same Pet with "one" keystroke ... assuming I've got that specific Pet's bindloadfile active so as to issue the keybind combo to THAT specific Pet. Another thing that I'm sure anyone else playing with these keybinds will notice is ... I've built in emotes for my Mastermind to "do" while directing traffic around the battlefield. I've even got a Firework emote for telling my Ninjas to "heel" and follow me, so as to "signal" them from afar, if need be, on where the rally point is supposed to be. Telling my Ninjas to attack involves a throat slashing emote from my Mastermind. It took me a while to figure out what emotes I wanted to associate with what commands, but I eventually got it all worked out and tested (that took a long time!). At any rate, I hope that this (updated) Mastermind Control Scheme of mine winds up being useful to other people besides myself, particularly since I've gotten a few PMs from people asking me for an update on the current state of play of my bindloadfiles for my Mastermind. Well ... here they are. Enjoy.
  10. You can have three guesses who's going to win. The first two don't count. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1564;780;1560;HEX;| |78DA6D94494F53511886CF1D5A2C634B29F354660B141A71230E114483A10862D4B| |8C10A05AEE9145A1074E50FC0212ED0E8CEC4C48D515424BAF207B87121E080D1C4| |082883BA7157BFDEF74B7B13BC49F39C9EF30DEF79CFB9D73B7524F3D1B1AB87846| |4ED0CF8A2D141AF2F1AF38F07B5D0B0C9EB1BD58614414F1AFD0A532B830313C160| |38E4EED542177D51A761A1636264C47D4A0BFAA94E488B4C047C312D1C12397DE17| |0C0DDE3F70DFBC7A3635A245DFF3F10F1FB876DFAB03B34A945B50B5A408B4D67E8| |334703DAE858ACB42BA20DB90D0DBCBE213F6B9C2E24556EFA3D31097EE226D1A70| |A51AC0AF9247345D1A97E01CD5F65212CAAF074123DAA5874247365715FD2635A1E| |48889923DA55F198EA4B8851A559817AB7C15D77C0BCBB60FEBD8455AA58A2BA8A8| |41C651FEABADA99FBC1A603CC83E8F794FA9890234C4E82C722E64C703F51276D86| |7B5E03D3AF336F80B93785AEF719E55838C7D246302BA28E593F87BAF5DFE047FD7| |745CF794E3919EC61C614D632A79927E065763F7315FDAC6BC46C552CD35EB3A05B| |C99A97F5B5DD0BCC97CC57C43C55BCA7D81CEE93B38AFA796B60FE3A58F883F9137| |46D40E33C69B42157D8D89F0F54CF8E39C5FE0EBD9A16C1E625E632CEFC23C53AD8| |17C77978DFEC83F72D5D0A18C4997BBA713F6C647E01F6662AD8849ECA2DD0B9CDF| |CC5FC0D56FF81DE17A4B788F75A3489B5E24B60E965E615B0BC17DE960F809F4868| |097B5AB2176757CEAC7448FA1DABFC2B74CD55A4B18CEF4D59237C59A0DE153C57C| |15EAD50CD2AD653F516FBAB5658B309AC31C3879AD7F0ACE60DCEED33E5D6A29E5C| |3B23EBF5EA6E31BD92CE5CD2D1C03D1BB8A79DE61AF9CC1A1FA2D602B570739C9BF| |7B29929442BC7B5F21E4AD5E4BB49DA84AED7659C8BD3235A8D33CDC8F4EC88DAB3| |63A6ED3F793D893956262CB27EBBBDA9B878E2E3C25F0221954091C54A6F3AAF6FA| |4D33AE74BED38ADADD49C2C39E1AEF5386E59F1696219EDDE98D7002DDBC6BC75DC| |0AF316983B0B27CF514C1C31F17EC3F88C617CD6303EEC4AEDA5C3957CE3E39DAEE| |44D353CFF00F861F7D2| |-------------------------------------------------------------------| Level 50 Magic Mastermind Primary Power Set: Ninjas Secondary Power Set: Time Manipulation Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Mastermind - Ninjas - Time Manipulation.mxd
  11. Okay … this … is going to take some explaining. There really isn't any way around that, because the interactions with the procs slotted into this build (and WHERE they're slotted, and why!) isn't going to be something that translates out as being intuitively obvious just looking at the build planner. It's why I really wish that future evolutions of the build planner we keep using will include a new section detailing the proc chances of any procs you slot into your powers, within the context of the build's "design" and overall choices. It would make cross-comparison of these factors to weigh alternatives a LOT easier to do! But since that hasn't been implemented yet as a Feature Request™ … we work with the tools we have. So, just in case all of that preamble wasn't obvious enough … WALL OF TEXT CRITS YOU!!! Seriously. Even I'm looking at what I wrote up for this, with all the Show Your Work math involved, and it's pretty daunting. Even I took a critical hit from the wall of text on this one (and if you think that's bad, take a look at my sig)! But if you're fine with taking damage like that … let's get down to brass tacks on what I've got going on here. However, if you're wanting skip over all the Good Bits™ of theorycrafting and just get on with the build spec, This build is essentially a refactor/respec/update to a previously posted build I put in these forums. My Ninja/Time/Mace ... the Tankermindroller post was my starting point for this rework, for what ought to be obvious reasons, that eventually morphed into the first iteration of the Ninja/Time/Mace ... "It's a BOW Time ..." post I made in August of 2019. Needless to say, I've learned a few tricks since then, and the state of the art of Proc Fu has advanced CONSIDERABLY since that original posting. A multitude of thanks are also owed to all of the researchers and participants in the Procs Per Minute (PPM) Information Guide thread, now in the Guides forum, without which this new build wouldn't have happened. Inspiration for this build was also drawn from the conversations found in the Proc Monsters - The New Offender thread in the Defender forum. The final "set" of this build was also heavily influenced by the lessons learned from my [v3.0.1] Gravity/Time/Primal ... Wibbly Wobbly Timey Wimey build that I just updated earlier today. Those same lessons will no doubt influence yet another rebuild of my Time/Dual Pistols/Soul Defender build (that shall be forthcoming at some point). And a final mention goes to my [Guide] Mastermind Secondary T1 Powers useful for proc monstering where I finally sat down and computed which secondaries have T1 powers that are awesome proc monster powers with no recharge enhancement slotted into them (Cold Domination and Time Manipulation both have T1 powers that generate 90% proc chances with no recharge enhancement slotted!). So … with all of that out of the way, let's talk about what latest bit of "You did WHAT? With WHO? And for HOW MANY jelly beans?!?" that wascally Redlynne has been up to lately, shall we? "There is madness to our methods, YEEESSSSSSSS …" So these are all of the procs that I'm putting into this build that have a chance to proc functionality that we need to be worried about in an offensive context. Overwhelming Force Genin (@ 1): 20% chance per attack (not a PPM) for Knockdown Soulbound Allegiance in Genin (@ 1): 3 PPM for +100% Damage and +15% ToHit (on Genin) for 10s Impeded Swiftness in Time Crawl (@ 1): 3.5 PPM for 71.75 Smashing damage Pacing of the Turtle in Time Crawl (@ 1): 3.5 PPM for -20% Recharge for 20s Decimation in Snap Shot (@ 2): 1 PPM for +64% Damage and +32% To Hit for 5.25s Entropic Chaos in Aimed Shot (@ 8): 3 PPM for 5% Heal Annihilation in Fistful of Arrows (@ 10): 3 PPM for -Resistance Dark Watcher's Despair in Time's Juncture (@ 12): 3.5 PPM for -20% Recharge for 20s Basilisk's Gaze in Distortion Field (@ 20): 3.5 PPM for -25% Recharge for 10s Neuronic Shutdown in Time Stop (@ 22): 3.5 PPM for 71.75 Psionic damage (DoT) Gladiator's Net in Time Stop (@ 22): 3.5 PPM for 71.75 Lethal damage Ghost Widow's Embrace in Time Stop (@ 22): 3.5 PPM for 71.75 Psionic damage Unbreakable Constraint in Time Stop (@ 22): 4.5 PPM for 107.1 Smashing damage Shield Breaker in Slowed Response (@ 35): 3.5 PPM for 71.75 Lethal damage Achilles' Heel in Slowed Response (@ 35): 3.5 PPM for -20% Resistance for 10s Touch of Lady Grey in Slowed Response (@ 35): 3.5 PPM for 71.75 Negative Energy damage Gaussian's Synchronized Fire Control in Tactics (@ 44): 1 PPM for +64% Damage and +32% To Hit for 5.25s Notes are appended at the end of the build post below showing what the proc chances are for each of the above (and yes, there's a lot more of them now!). Also note that this amounts to 17 out of 67+24=91 total slots in power picks, amounting to a 17/91=18.7% fraction of all slots devoted to power picks being taken up by PPM procs (and there are more procs slotted beyond just these, but those are pet auras and health/recovery/regeneration/absorb/stealth procs that are defensive in nature, with some slotted into Sprint, Health and Stamina). Notes for Snap Shot and Aimed Shot Swapping the Decimation and Entropic Chaos procs between Snap Shot and Aimed Shot yield a 6.50% chance for Decimation in Aimed Shot and a 12.25% chance for Entropic Chaos in Snap Shot. Since this is inferior to the (minimum clamped) 6.5% and 19.50% chances to proc (+0.0% and - 7.25% respectively), Entropic Chaos is used in Aimed Shot so as to keep Decimation in Snap Shot to exploit the minimum chance to proc clamp for a higher proc chance than would otherwise be possible. While the Hasten and Chrono Shift buffs are active, Snap Shot has a recharge time of 0.56s and Aimed Shot has a recharge time of 1.15s in the context of this build without any Incarnate slotting at all. Since both Snap Shot and Aimed Shot have arcanatime animation times of 1.188s each (meaning recharge time for both powers is LESS THAN the animation times for both powers!). This means that against a single target it is perfectly possible to have a 121212 repeating attack chain using just these two powers(!), that lasts only 2.376s(!) at a cost of 3.54+4.59=8.13 endurance per cycle, which is an endurance cost of -3.42/s, which cannot be sustained indefinitely … but which this build would be perfectly capable of sustaining for "a while" with the endurance recovery options fully slotted into this build before needing to pause (or chomp a blue skittle). And as if that weren't enough, while doing a 121212 repeating attack chain, if the Decimation Build Up procs the 5.25s duration of the buff AFTER Snap Shot finishes animating it will last long enough for another FIVE ATTACKS … since 1.188*4=4.752s giving you multiple bites at the Build Up apple (so to speak). And in the context of the chances to proc Build Up at least once every 3 rotations of the 121212 pattern of using Snap Shot and Aimed Shot, you're looking at a 1-(1-0.065)3=18.2% chance to proc Build Up EVERY 7.128s(!!!). That's slightly better odds than rolling a 1 on a 1d6, every 7.128s. Not bad, eh? A Build Up proc will yield the following. +13.312 Lethal damage per buffed Snap Shot +19.5776 Lethal damage per buffed up Aimed Shot +17.8112 Lethal damage per $Target per buffed up Fistful of Arrows Although that sounds like meager small potatoes, in the context of a 121212 repeating attack chain, this adds up to being … (Aimed+Snap+Aimed+Snap+Aimed) = 26.624 (Snap) + 58.7328 (Aimed) = +85.357 additional Lethal damage to a single $Target. That +85.3569 additional Lethal damage actually amount to more total damage produced than a stock and standard 71.75 damage proc would generate per proc (although it would likely proc ~2x as often in Snap Shot). Given the animation duration of the 121212 attack chain producing this performance, that's +85.357/7.128s=+11.975 additional Lethal damage per second(!) increase over the entire duration of the Snap Shot that procced Build Up through the end of the last Snap Shot attack to benefit from the buff (and this is on a Mastermind using the personal attacks!). Okay ... granted ... if you take that +11.975 and multiply it by the 18.2% chance to proc every 3 rotation cycles, you'll wind up with only +2.179 additional Lethal damage per second over an averaged infinite time frame ... but that's if you're only using the single target 121212 attack chain. What happens if you're throwing in Fistful of Arrows into the mix too? Well, funny you should ask .... Notes for Snap Shot, Aimed Shot and Fistful of Arrows While Hasten and Chrono Shift buffs are active, Fistful of Arrows has a 2.59s recharge time in the context of this build without any Incarnate slotting at all. This is merely 0.214s longer than the animation time of Snap Shot followed by Aimed shot as detailed above. Meaning that with a 123123 attack rotation it is also perfectly possible to repeat (for as long as your endurance holds out) which will have an arcanatime animation duration of 3.91s and cost 3.54+4.59+6.81=14.94 endurance per cycle, which is an endurance cost of -3.82/s, which cannot be sustained indefinitely … but which this build would be perfectly capable of sustaining for "a while" with the endurance recovery options fully slotted into this build before needing to pause (or chomp a blue skittle). And as if that weren't enough, while doing a 123123 repeating attack chain, if the Decimation Build Up procs the 5.25s duration of the buff AFTER Snap Shot finishes animating it will last long enough for another FIVE ATTACKS … since 1.188+1.32+1.188*2+0.214=5.098s giving you multiple bites at the Build Up apple (so to speak). And in the context of the chances to proc Build Up at least once every 2 rotations of the 123123 pattern of using Snap Shot and Aimed Shot, you're looking at a 1-(1-0.065)2= 12.5% chance to proc Build Up EVERY 7.82s(!!!). That's basically as difficult as rolling a 1 on a 1d8 every 7.82s. Not bad (again), eh? In the context of a 123123 repeating attack chain, this adds up to being …(Aimed+Fistful+Snap+Aimed+Fistful) = 13.312 (Snap) + 39.1552 (Aimed) + 35.6224 per $Target (Fistful) = +88.09 additional Lethal damage to selected $Target plus +35.62 additional Lethal damage to every additional $Target hit by Fistful of Arrows (max 10 targets) Or to put it in a more easily readable format … +88.09 additional Lethal damage to a single $Target ... or up to +408.69 additional Lethal damage to 10 $Targets per Build Up proc. SERIOUSLY NOT BAD (for a Mastermind's personal attacks), eh? Alright, you won't be shaming any Scrappers (or Blasters, for that matter) with that kind of performance ... but you've got to admit it's kind of remarkable, for a Mastermind! Given the animation duration of the 123123 attack chain producing this performance, that's a +88.09/7.82s=+11.265 additional Lethal damage per second(!) increase over the entire duration of the Snap Shot that procced Build Up through the end of the last Fistful of Arrows attack to benefit from the buff against a single $Target … or … up to +408.69/7.82s=+52.26 additional Lethal damage per second(!) increase over the entire duration of the Snap Shot that procced Build Up through the end of the last Fistful of Arrows attack to benefit from the buff against 10 $Targets, requiring only 2 volleys of Fistful of Arrows against all 10 $Targets to accomplish that performance. Also note that this performance can (will?) be modified even further(!) by the -Resistance debuff procs in Fistful of Arrows (what a coincidence…) and Slowed Response, which can stack(!) with each other since they're different procs. NO REALLY SERIOUSLY NOT BAD, eh wot eh wot eh wot? Okay ... granted ... if you take that +11.265 and multiply it by the 12.5% chance to proc every 2 rotation cycles, you'll wind up with only +1.408 additional Lethal damage per second against a single $Target over an averaged infinite time frame using the 123123 attack chain ... but against 10 $Targets you'd be multiplying the +52.26 by 12.5% chance to proc every 2 rotation cycles, and wind up with "only" +6.53 additional Lethal damage per second against 10 $Targets over an averaged infinite time frame using the 123123 attack chain. Needless to say, in actual gameplay, with infinite endurance to burn you'd be looking at a gain of between +1.5/s and +6.5/s on average DPS gain, provided you never stopped attacking, which isn't ... how the game actually plays, but it's also not terrible when looking at a "pure" spreadsheet analysis of the situation. But more realistically, the damage "bursts" you'd get from Build Up(s) would be more "spiky" than evenly distributed, so that kind of pure spreadsheet analysis of the differences is a little bit of a mug's game ... but anyway ... on with the story. I mean … in the light of everything I've laid out above with Snap Shot and Aimed Shot in the overall context of this entire build, this is a pretty decent performance yield from a proc in a single target ranged attack, wouldn't you say? I mean, am I right or am I right? Now think about what the -Resistance debuffing from Fistful of Arrows and Slowed Response is going to do for your Ninja Pets (and Teammates as Pets?) with this build. Go on … just imagine the possibilities … I'm a */Time Manipulation/* Mastermind. I can wait for you to work out what it means … Additional Important Note(!): Everything I wrote earlier upthread about the Decimation Build Up proc in Snap Shot adding damage to your attack chain? Copy Paste those yield results in here for the Gaussian's Build Up proc in Tactics … and even better yet, the two procs CAN STACK with each other! And it's right about "now" that I'm simply going to stop Feeling Sorry™ for my $Targets … along with anyone else who thinks that taking the personal attacks on a Mastermind is a waste of animation time, effort, power picks, enhancement slots, enhancements acquisitions, endurance and (of course) overall build efficiency. Foolish mortals ... Because … yeah … UNaugmented by Build Up, your personal attacks as a Mastermind look kind of wasteful/pathetic/squandery compared to any other Archetype's attack powers. But when you're proc monstering -Resistance debuffs and Build Up procs all over the place (like I am here), while debuffing the stuffing out of your $Targets while you pincushion them with pointy sticks from your bow as your Ninjas go all La Machine on them in a frenzy of dismantle-age (in a hurry) … yeah … even with Time Manipulation, this Mastermind hasn't got the time needed to Feel Sorry™ for you. YOU'RE WELCOME! 💕 And speaking of not feeling sorry for $Targets ... Time Crawl and Time Stop got updated in this build, along with Slowed Response. Time Crawl is one of the two "out of the box" T1 secondary powers that offers a 90% proc chance to any proc slotted into the power so long as there is no recharge enhancement added to the power (the other is Infrigidate in Cold Domination which can slot even more procs!). With a 90% chance to proc, Time Crawl is capable of delivering more damage per casting of the power than Snap Shot, Aimed Shot or even Fistful of Arrows can deliver to a single $Target ... and the damage proc in Time Crawl gets magnified/multiplied by -Resistance debuffs, of which this build incorporates TWO procs in addition to the resistance debuffing offered natively by Slowed Response. However, it's putting a Pacing of the Turtle -Recharge proc into Time Crawl that makes it utterly devastating against single $Targets, because this stacks the recharge debuffing deep enough to make most powers on most $Targets take 4x longer to recharge ... effectively denying them offensive capability for long stretches of time, rendering them substantially helpless to inflict damage on either yourself or your Ninja pets. This slotting of Time Crawl essentially turns Time Crawl into something of a "neutralizer" power that can take single $Targets out of the fight for extended periods of time. The combination of dealing damage while neutralizing offensive capacity at the same time is really quite potent ... but then Time Crawl enables the Delayed mechanic for Time Manipulation debuffs and mez powers, making them all 20% more effective (and increasing mag on some of them). So the addition of slots to Time Crawl allows use of Time Crawl for very explicit Divide and Conquer strategies that allow both you and your Ninjas to take on fewer foes in parallel by ordering them in a more sequential fashion, dramatically reducing the risk of to any one Ninja at your command. After all, foes that can't fight back are easy prey for Ninjas to gang up on (safely!). Time Stop received the proc monster treatment in this rebuild, mainly because an AoE damage power isn't necessarily "needed" with swarming Ninjas providing a lot of the damage production on multiple $Targets simultaneously. However, having the means to use a heavy hitting proc monster power like Time Stop (particularly in combination with Time Crawl) to "remove foes from the fight" via a combination of Hold plus actual high damage production was simply too compelling an option for this build overall. Depending on what you're up against, you can either split Time Crawl and Time Stop to neutralize 2 separate $Targets, or combine the two to suppress a single $Target VERY effectively (while hitting them with 4-5 90% chance damage procs in the process!). This then gives the Mastermind the "heavy hitter" needed to control/shape/sculpt the flow of battle in a way that favors taking even more pressure off your Ninja pets by reducing the opportunities for incoming damage even further! And just in case it wasn't obvious, you're often times going to want to do a 1+2 combo of Time Crawl followed by Time Stop for a guaranteed Hold on a Boss, due to how the Delayed mechanic converts Time Stop from a mag 3 Hold to a (stacked) mag 4 Hold. Both Time Crawl and Time Stop recharge in under 5 seconds(!) with Hasten and Chrono Shift active, so there's no excuse for NOT using Time Crawl and Time Stop to bring the pain when these powers are recharged. USE THEM to protect both yourself and your Ninja pets! The changes to the slotting for Slowed Response happened because I finally realized that it was actually possible to turn Slowed Response into something of an AoE proc monster power that would not only inflict a lot of damage on $Targets (plural!) but also apply a pretty severe amount of -Resistance debuffing very reliably. The slotting that I've chosen for Slowed Response is a mere 0.03% Recharge shy of causing the procs slotted into the power to fall below the 90% proc chance clamp. The slotting you see in this build produces a +59.11% recharge from slots, and the "breakpoint" of 90% chance for 3.5 PPM procs is at ... +59.14% recharge from slots. To put it mildly, I did a "Price Is Right" effort of squeezing in as much recharge into the power as possible "without going over" so as to sustain a 90% proc chance on all 3 procs (2 damage, 1 resistance debuff) ... and I'm kind of surprised that I managed to find (and settle on) the exact Level numbers for each set IO like I did, since it looks so stock 'n' standard for how I usually do things. But make no mistake! The levels on the slotting in Slowed Response is VERY DELIBERATELY CHOSEN to yield maximum return on investment AS IS ... meaning that if you attune (or buy as attuned) the enhancement to be slotting into Slowed Response, you'll only be hurting/gimping yourself. Same deal with boosting these slots. DON'T DO IT. Trust me on this one. With the Shield Breaker and Touch of Lady Grey damage procs, along with the Achilles' Heel resistance debuff proc, Slowed Response becomes the GO TO opening bid power for use in alpha strikes ... since it debuffs Defense (which helps Ninja pets hit their $Targets), debuffs Resistance (making everyone deal more damage) and actually inflicts AoE damage into the bargain, all in one Click. Follow up with Distortion Field to apply Movement debuffing so $Targets cannot flee the (now) Defeat Zone and you can basically just move in with your Time's Juncture aura and your Ninja pets and proceed to make a mess of any who dare to stand against you. Best of all, the -Resistance debuff proc in Fistful of Arrows can stack(!) with Slowed Response AND the Achilles' Heel proc for a total of -62.5% Resistance debuffing ... which is nothing to sneeze at. And this is then where you start getting into two different strategies for dealing damage ... the Build Up procs in Snap Shot and Tactics advantage base damage on powers but do not enhance damage from damage procs, but the -Resistance debuffing will in fact increase the damage throughput of both methods of your Mastermind dealing damage personally (and by your Ninja pets as well). So what you wind up with is a sort of hybrid single target + cone repeating attack chain that looks like this (with Assault buffing damage): Time Crawl > Time Stop > Snap Shot > Aimed Shot > Fistful of Arrows ... repeat ... = 7.92s arcanatime with no pauses 0.9*71.75 + 0.9*71.75*3+0.9*107.1 + 40.41 + 59.42 + 59.21 (max 10 $Targets) = 513.73 (single target) to 1046.62 (10 targets) average RAW damage with no Build Ups or Resistance debuffing 513.73 / 7.92 = 64.86 damage per second (single target) ... up to ... 1046.62 / 7.92 = 132.15 damage per second (10 targets) RAW damage with no Build Up or Resistance debuffing 8.09 + 8.22 + 3.44 + 4.47 + 7.07 = 31.29 endurance cost per rotation ... 31.29 / 7.92 = 3.95 endurance per second And obviously, that damage production gets magnified by any Build Up procs and Slowed Response (with Achilles' Heel proc) and Fistful of Arrows (with Annihilation proc) stacking some pretty serious -Resistance debuffing ... and that's not even including what your Genin, Jounin and Oni will be delivering in terms of damage(!). So ... yeah ... all three of these changes to the secondary powerset in this build makes the entire build SO MUCH STRONGER and more capable than the previous iterations that it's not even funny. And speaking of not even funny ... Temporal Mending and Temporal Selection received some serious reworking in this build revision. Temporal Mending is now slotted with the Regenerative Tissue set ... and the Preventative Medicine set was moved into Temporal Selection. These changes mean that Temporal Mending might (might, I haven't received confirmation via testing yet) add the +25% Regeneration for 120s buff from the Regenerative Tissue proc to everyone affected by Temporal Mending. Of course, it's also possible that this Heal proc is coded as Self Only, which is why I want to verify which way it works when slotted in this power ... but if it does apply to everyone, that buffing alone to Ninja pets will help them survive taking hits even better, in addition to reducing downtime for healing them back up to full. Likewise, the transfer of Preventative Medicine to Temporal Selection has turned this power into a SERIOUS contender as a support power! For one thing, with all the global recharge buffing from Hasten and Chrono Shift, the recharge time on Temporal Selection has been brought all the way down to under ~33 seconds(!) ... which means it is therefore possible to have Temporal Selection applied to up to FOUR Allies (and your Ninja pets count as allies!) simultaneously, since the power has a duration of 120 seconds! This means that with this slotting it is possible to cover 4 of your 6 Ninja pets with Temporal Selection, which then adds the Accelerated status buff which in turn increases the healing delivered by Temporal Mending in addition to the benefits of buffing Damage (by +18.75%!) and Recharge (+30%!) and Regeneration (a whopping +300.3%!). Oh and did I mention that Smoke Flash will recharge in less than ~7 seconds, and can be alternated between the 2 Ninja pets who aren't being covered by the 4 casts of Temporal Mending? What's that? I just did? Well okay then ... Combine these powers with Farsight, Time's Juncture and all of the Pet Defense Aura IOs slotted into the build and your Ninja pets ought to be MIGHTY STURDY INDEED! Layer on top of all of that NO GET HITSU!! factor the Defense debuffing, Resistance debuffing, Recharge debuffing and Health "debuffing" (via damage procs) this build is going to be delivering and you'll be "directing traffic" as a Mastermind from a position of strength with the ability to recover and keep rolling with relatively little difficulty. I believe that the best way to describe how this build feels to me with this combination of powers and slotting (and how they can all be used in mutually supporting ways) can best be summed up, I think, with the following maxim of how the build ought to play ... You have already been defeated. You just haven't gotten the memo yet ... Hey, I'm a Ninja Mastermind who manipulates time ... figure it out already ... Okay … with that minor bit of business/preamble out of the way (and no doubt making your heads explode right about now) … the other thing I need to explain about this build is that, ironically, this isn't a build aimed at winning a Rikti Pylon Challenge (although it might do well now, I don't know). You can tell because the build skews more towards being a more Controller-ish type to play, relying more heavily on hard/soft controls to "neutralize" $Targets as an enabling tactic so as to keep my Ninjas alive (and kicking) longer. Pretty much everything I'm doing with this build is angled towards increasing the survivability of my Ninjas, rather than aiming for insta-gib DPS-ness Of Doom™! (+3) for fastest possible face planting of $Targets (although proc monstered Time Crawl plus Time Stop plus Slowed Response really go a long way on helping out this side of things too). This build is all about making the fight unfold on MY terms, rather than trying to end it as fast as inhumanely as possible. So, ideally speaking, when you're playing solo, what you want to do is open with Snap Shot from long range to attract the attention of only a few (preferably 1) $Target(s) who will then try to bumrush towards you and your Ninjas (that you've got on Bodyguard Mode). As soon as you're attacked, your Genin will respond by throwing Shurikens. This can potentially faceplant a Minion charging towards you before they even reach you, even if you aren't following up with Aimed Shot and/or Fistful of Arrows to take them down. If your $Target brought "friends" with them (who noticed that you Snap Shot-ted the first faceplanter) then you can pincushion them too while your Ninjas get to work on delivering the necessary beatdownage. I personally have found Time Crawl to be almost invaluable as a soft control/neutralizer of Lieutenants (and up) while soloing, because once they've emptied their attacks it takes them a LONG time to recharge … often "too long" for them to be able to attack ever again. This then lets me take them out of the fight while mopping up any other opposition with near impunity. The Pacing of the Turtle proc in Time Crawl only makes this "neutralizer" function even more dramatic. For ease of reference, for those not steeped in the mechanics of -Recharge debuffing … the way the recharge formula responds to debuffing looks like this: RechargeTime = BaseRechargeTime / ( 100% + Buffs - Debuffs ) What this means is that a -75% Recharge debuff will cause a power to take 4x as long to recharge as normal (if it wasn't already recharge buffed). In a lot of contexts, this kind of -Recharge debuffing is as good (or even better!) than a Hold, because you can Breakfree out of Hold ... whereas you CANNOT Breakfree your way out of -Recharge debuffing! Consequently, against "most" PvE $Targets, sufficient -Recharge debuffing can feel an awful lot like a "harder" soft control, especially when you can stack it somewhat effectively. So the -60% Recharge debuff of Time Crawl makes powers take 2.5x (4x with a Pacing of the Turtle proc at 90% chance!) as long to recharge on most PvE $Targets, which is quite the damage mitigator, particularly if you like to "kite" your $Targets so they can't melee you (which having personal attacks using your Bow will allow you to do VERY easily). This is why I've got -Recharge debuff procs slotted into Time Crawl, Time's Juncture and Distortion Field, because combined with Time Crawl it turns $Targets into Test Dummies who can't fight back all that effectively (while my Ninjas use them for combat practice). I often times find myself using Temporal Mending either right after finishing a fight, so my Ninjas start the next one "fresh" and full up on their green bars (and to start the recharge countdown "early" before the next fight), or I'll use Temporal Mending after the first few hits have been exchanged so as to "negate" the value of the alpha strike(s) that were taken at the opening of the combat. Temporal Mending is a HUGE boost to the survivability of pre-folded origami rice paper thin Ninja survival rates, particularly since it effectively "multiplies" the damage mitigation by division offered when using Bodyguard Mode to share out the damage that your Mastermind takes. Likewise, Time's Juncture with its -ToHit debuffing affords a remarkable increase in protection to Ninja Pets … enough so that it's actually rare to want to keep your Mastermind more than 20-25 feet away from what they're engaging on your behalf (so as to keep them within the PBAoE of Time's Juncture). However, despite this factor, I still wanted to make sure that Fistful of Arrows got at least some Range buffing on the power (in this build, enough to reach out to 62.38 feet away) so as to get the power to better be able to reach the limits of your inherent Supremacy radius of 60 feet. For endurance recovery options, I am now completely "sold" on the notion of putting 3 slots into Health and Stamina, so as to maximize endurance recovery from those Auto powers. Fully slotted out, this build has 115.9% Max Endurance … meaning that the Performance Shifter, when it procs, will award +11.59 endurance, not just +10. With ALL of the toggles on the build running (except Sprint for the Stealth IO), as slotted the build has a +4.35/s endurance recovery (for 30s under Chrono Shift buffing) and a +3.39/s endurance recovery the rest of the time … while draining only -1.59/s endurance in total toggle costs, and detoggling Scorpion Shield can bring the drain down to -1.29/s endurance in total toggle costs, so there's a decent bit of room for "going negative" on net recovery while in combat and then letting your blue bar fill up relatively rapidly between combats so you're somewhat self(ishly) sufficient on endurance management issues. In other words, this build won't be starved for endurance quite as much as some other Time Manipulation builds you might have seen in the wild. Health regeneration tops out at 207% for 8.99 HP/s, which is somewhat lackluster. But when you can cast a Heal for 262.2 HP of your 1041.944 HP that also boosts your Regeneration every 7 seconds … AND do the exact same for every one of your Ninjas within 25 ft of your Mastermind … well, that starts to add up pretty quickly when it comes to soaking alpha strikes (assuming you don't get mezzed by it, but that's what Breakfrees are for). And that's that's not even including the boost to 153.2% or 162.98% (if Accelerated by Temporal Selection) Regeneration for 10s (that does not stack), and possibly even an additional +25% for 120s (not verified if this set IO affects self only or everyone affected by the power), all of which adds additional healing over time on top of the initial 262.2 HP ... so in total, each use of Temporal Mending actually yields more green bar recovery than it might at first appear. Anyway, I think that's enough pontificating on this subject for the time being (don't you?) … let's get down to the actual build itself, shall we? Also, I'll be posting my bindloadfiles afterwards too, so look forward to that.
  12. Download new from HERE and HERE ...
  13. Regeneration has almost as much regeneration power as Willpower? NERF IT AGAIN!!!
  14. The number one reason to pick Hasten on Time Manipulation builds is so that you can recharge Chrono Shift and Farsight (and Power Boost if you've got that too) fast enough to make them either perma or near perma so as to maximize uptime on Chrono Shift and Farsight.
  15. That then basically confirms my surmise about how the Energy Font proc is coded. It can only be procced when the Controller casts, not when Pets and/or Pseudopets cast powers independently of the Controller. There must be some kind of inherent limitation in the code to prevent pets from summoning pets via procs, which then means that only the initial casting is "valid" for checking the proc chances for Energy Font.
  16. Only upon casting or do you get extra Fonts over time from it?
  17. Interesting ... 😎
  18. Updated to v3.0.1 ... which will need the Issue 26 Page 5 compliant version of MRBU in order to parse correctly upon import. I'm actually quite happy with some of the changes wrought in this update, including shifting slots from Tactics into Temporal Selection for a MUCH tougher Singularity (and Teammates when on teams!).
  19. Solo. In a team with debuffers working over the $Target, it's a different story. Synergize, synergize, synergize ...
  20. I just wish sneakers sounded like sneakers ...
  21. That's a very good way of thinking about the benefits/advantages of sapping endurance from $Targets. Not all that useful immediately, but definitely shows its value when it takes longer than a sneeze to defeat them (and the longer the better).
  22. I wouldn't be surprised to see that the "global" proc chance is borked by hacktacular slapdash programming that worked just fine elsehwere, but not in this application for Kheldians.
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