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vyrzeden

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Posts posted by vyrzeden

  1. That's fair. My Dual Pistols doesn't have a snipe, but with my AoE heavy attack chain I figured I use up my fair share of endurance pretty fast. It helps having the +End accolades, too. With 120 endurance, I average about 0.9 recover per second from just the Performance Shifter and Panacea +End procs.

     

    I would go ahead and recommend putting some End Mod enhancements to your chronoshift. It does grant a recovery boost for 30 seconds which is buffable.

     

    Main issue with changing chrono around for me is losing the 7.5% recharge 5-piece on panacea, and I struggle to see a slot I can pillage. I have some IO changes that will give me another 4.5 max end and a bit more recovery, which I'm hoping may smooth things out outside of conserve power. And yeah, this is already with all the passive accolades too.

  2. I had a fire/time/dark on live and decided to try the other side of the coin with a time/fire/dark.  While I miss Scourge against AVs, I'm very happy with the offense+defense+special teams the Defender provides. 

     

    Just a thing to think about - if you put the Panacea proc in Temporal Mending, it will not only have a chance to proc for you when you use it, but also your teammates that get hit by the heal.  Would give you back a slot too.  Obviously you've got a strong build and it wouldn't proc while you're not using your heal but I'm happy with that slotting, just something to consider.

     

    Another significant difference between my corr and def is that I went with Agility (I think) on the corr and sometimes end management was tricky, I would fire off conserve power every now and then.  Now I went with Cardio for the fender and all is good on that front. 

     

    I would have gone Clarion Radial, but I don't have Rune to fill in that 30 second gap so Clarion Core for me.  I might re-address at some point.

     

    I may try moving the panacea proc to TM, but I always figured it would be close to a net wash in end since the power isn't free to use, while health is. But it's pretty easy to use a couple unslotters to give it a go, so maybe it works better in practice. As a point of fact, I started with cardiac alpha and had zero end issues, but didn't need Conserve Power. I started to reason that if I could keep up just enough outside of CP, then using CP for 90 seconds is basically cardiac x2, and I could try taking musculature which adds more ED capped damage. Plus, it's the only way to improve judgement/lore pet performance (and I think it improves the hybrid assault double hit damage, not sure there though).

     

    For the most part it has worked fine, but I'm tinkering a smidge to see what other end recovery I can sneak in. Have a couple changes already planned that I want to try...

  3. I can redline myself pretty fast when conserve power is down, though chrono shift helps alleviate that. Being able to use insta-snipe is great, but it has a high end cost that comes with it, think the last time I looked at my average end cost for my ST chain was something like 4.5 end/sec on top of my toggles. Also some enemy groups can lay waste to me even with everything running (looking at you Awakened and DA Banished Pantheon).

  4. Part of the reason I did it this way was the other enhancement bonuses of the ATO set vs the Purple set. The ATO has MUCH better end reduction and recharge, which Blaze needs more than Flares. I lose out on the damage proc, but the power itself performs better. In both cases, the enhanced damage is hitting 125% when factoring in the Musculature Alpha.

  5. The 6th slot could function better in Hail of Bullets with a Gladiator's Fury for that wannabe Sonic Blast action unless you really want that final set bonus.

     

    Well, you've convinced me!

    Which is kind of why I do these theorycrafting of builds as a crowdsourcing of tribal knowledge the way I do, because it's always possible there's another angle which I've overlooked that would be superior to the choices I've been making.  Things like slotting Resistance debuffs, which last longer than Build Up buffs, when they proc, and putting them into powers that have higher chances to proc is just one example of this sort of thing in action.

     

    *Looks at my build, realizes the same move can be made for Inferno* Yeah, be right back...

  6. So the "simple" answer is, for groups I usually go Detention Field->Slowed Response->PBU or Aim (but not both as PBU + Gaussian's proc makes me hit the damage cap for 5 seconds)->Inferno if it's up->Rain of Fire->Fireball. If judgement is ready, it's then just Detention Field->Slowed Response->Judgement.

     

    Single target is typically Slowed Response->Blaze->Blazing Bolt->Blaze->Flares. If there's a couple adds still around I'll change Flares to Fireball. If Aim is up I'll pop it whenever, but I save PBU for Inferno/Farsight buffing.

     

    The complicated answer is optimal Clarion use with Farsight. Clarion's recharge is 120 seconds which is the duration of Farsight, so that lines up perfectly fine. PBU recharges in about 56 seconds, and that also works well for using every other cast to include with Clarion and Farsight, but if there is no mob to use it on pretty much exactly when it's available, I end up saving it for Farsight. So, I may have PBU at the ready but NOT using it. This is generally where I sub in Aim instead.

  7. I'm not as good with build presentation as some folks here, so I'll just get to it. The build was inspired by both Auroxis' Fire/Time corrupter build and Redlynne's Time/DP defender build. Originally I started with a Time/DP build, but started realizing that the extra debuffs that DP can use didn't get much playing time. Cryo rounds is overshadowed by pretty much all the slows from Time (Time's Juncture and Detention Field specifically) and the -Damage from Toxic rounds doesn't come into play nearly as much when you aren't hit. And since the buff levels that can be attained translate to an entire team/league, I never noticed much difference there either. So, I mostly ended up using Incendiary rounds which just feels like a worse version of Fire Blast. So I rolled a second defender! Now, why defender instead of corrupter?

     

    1 - At its core, the difference is clearly trading damage for support, and I was OK with that for this build.

    2 - The option to skip Time Crawl. It's not a bad debuff, but it's not a game changer by itself. The -Regen isn't high enough to help against AVs and such for soloing (and teams tear them apart anyway), I already had plenty of -Rech/Slow, and while the Delayed effect is nice, I didn't feel it was enough to keep it around. On top of that, the Slow IO sets are terrible.

    3 - Power Boost numbers are quite a bit better on Defenders than Corrupters. Combined with the higher support numbers to begin with and the defender version softcaps an entire team/league by themselves where the corrupter falls a bit short.

    4 - Automatic insta-snipe without even trying thanks to higher base ToHit in Farsight and higher power boost numbers. And it's WAY over the 22% needed. And again, it applies to everyone else too. DP of course doesn't have a snipe.

     

    A little bit about the Power as the Epic pool of choice vs Dark/Soul. I was looking for the trifecta of have a damage booster, power boost and endurance management. Dark lacks Power Boost and Soul lacks endurance management. That pretty much left power, but it works out rather well I think.

     

    As for the build itself, I prioritized recharge and damage, ending up with 115%/20% respectively.

     

    Special mention needs to be given to Farsight. When you add the power boosts from PBU and Clarion Radial, Farsight gives 41.62% Defense to everything, and to everyone in your team/league along with 34.79% ToHit. Those are not typos. Adding in Defender-level maneuvers then hits the softcap for normal content while the rest of the build gets yourself to the Incarnate softcap. And as mentioned, that is more than enough Tohit for instant blazing bolt and will guarantee all teammates enjoy the same. The cherry on top is Farsight also grants a perception boost to help with blinding Arachnos.

     

    Note that the standard IOs in the build are all boosted x5, especially worth it for the recharge IOs.

     

    Villain Plan by Mids' Villain Designer 2.22

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Defender

    Primary Power Set: Time Manipulation

    Secondary Power Set: Fire Blast

    Power Pool: Sorcery

    Power Pool: Flight

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Power Mastery

     

    Villain Profile:

    Level 1: Temporal Mending

    • (A) Panacea - Heal/Endurance
    • (3) Panacea - Endurance/Recharge
    • (3) Panacea - Hea/Recharge
    • (5) Panacea - Heal/Endurance/Recharge
    • (5) Panacea - Heal

    Level 1: Flares

    • (A) Apocalypse - Damage
    • (7) Apocalypse - Accuracy/Damage/Recharge
    • (7) Apocalypse - Accuracy/Recharge
    • (9) Apocalypse - Damage/Endurance
    • (9) Apocalypse - Chance of Damage(Negative)

    Level 2: Time's Juncture

    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (11) Dark Watcher's Despair - Recharge/Endurance
    • (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (13) Dark Watcher's Despair - To Hit Debuff

    Level 4: Fire Ball

    • (A) Superior Vigilant Assault - Accuracy/Damage
    • (17) Superior Vigilant Assault - Damage/RechargeTime
    • (17) Superior Vigilant Assault - Damage/Endurance/RechargeTime
    • (19) Superior Vigilant Assault - Accuracy/Damage/Endurance
    • (19) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime

    Level 6: Mystic Flight

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

    Level 8: Arcane Bolt

    • (A) Devastation - Accuracy/Damage
    • (21) Devastation - Damage/Endurance
    • (21) Devastation - Damage/Recharge
    • (23) Devastation - Chance of Hold

    Level 10: Rain of Fire

    • (A) Ragnarok - Damage/Recharge
    • (23) Ragnarok - Accuracy/Damage/Recharge
    • (25) Ragnarok - Accuracy/Recharge
    • (25) Ragnarok - Damage/Endurance
    • (27) Ragnarok - Chance for Knockdown

    Level 12: Hover

    • (A) Luck of the Gambler - Recharge Speed

    Level 14: Assault

    • (A) Endurance Reduction IO

    Level 16: Distortion Field

    • (A) Basilisk's Gaze - Accuracy/Recharge
    • (27) Basilisk's Gaze - Recharge/Hold
    • (29) Basilisk's Gaze - Endurance/Recharge/Hold
    • (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (48) Unbreakable Constraint - Chance for Smashing Damage

    Level 18: Farsight

    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Recharge
    • (31) Gift of the Ancients - Defense/Endurance/Recharge
    • (31) Gift of the Ancients - Defense/Recharge

    Level 20: Rune of Protection

    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO

    Level 22: Time Stop

    • (A) Basilisk's Gaze - Accuracy/Hold
    • (33) Basilisk's Gaze - Recharge/Hold
    • (33) Basilisk's Gaze - Endurance/Recharge/Hold
    • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

    Level 24: Aim

    • (A) Adjusted Targeting - Recharge
    • (34) Adjusted Targeting - To Hit Buff/Recharge

    Level 26: Slowed Response

    • (A) Achilles' Heel - Defense Debuff/Recharge
    • (34) Achilles' Heel - Chance for Res Debuff

    Level 28: Blaze

    • (A) Superior Defender's Bastion - Accuracy/Damage
    • (36) Superior Defender's Bastion - Damage/Recharge
    • (36) Superior Defender's Bastion - Damage/Endurance/Recharge
    • (36) Superior Defender's Bastion - Accuracy/Damage/Endurance
    • (37) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
    • (37) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

    Level 30: Hasten

    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO

    Level 32: Chrono Shift

    • (A) Panacea - Heal/Endurance
    • (39) Panacea - Endurance/Recharge
    • (39) Panacea - Hea/Recharge
    • (39) Panacea - Heal/Endurance/Recharge
    • (40) Panacea - Heal

    Level 35: Power Build Up

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 38: Inferno

    • (A) Armageddon - Damage/Recharge
    • (43) Armageddon - Accuracy/Damage/Recharge
    • (43) Armageddon - Damage
    • (43) Armageddon - Damage/Endurance
    • (45) Armageddon - Chance for Fire Damage

    Level 41: Blazing Bolt

    • (A) Sting of the Manticore - Accuracy/Damage
    • (45) Sting of the Manticore - Damage/Endurance
    • (45) Sting of the Manticore - Damage/Interrupt/Recharge
    • (46) Sting of the Manticore - Damage/Endurance/Recharge
    • (46) Sting of the Manticore - Chance of Damage(Toxic)
    • (46) Decimation - Chance of Build Up

    Level 44: Temp Invulnerability

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (48) Unbreakable Guard - +Max HP
    • (48) Unbreakable Guard - Resistance/Endurance

    Level 47: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance/Recharge

    Level 49: Conserve Power

    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Empty

    Level 1: Vigilance

    Level 2: Rest

    • (A) Empty

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Flight Speed IO

    Level 2: Health

    • (A) Miracle - +Recovery
    • (13) Panacea - +Hit Points/Endurance
    • (15) Numina's Convalesence - +Regeneration/+Recovery

    Level 2: Hurdle

    • (A) Jumping IO

    Level 2: Stamina

    • (A) Performance Shifter - EndMod
    • (15) Performance Shifter - Chance for +End

    Level 0: Born In Battle

    Level 0: High Pain Threshold

    Level 0: Invader

    Level 0: Marshal

    Level 50: Clarion Radial Epiphany

    Level 50: Pyronic Core Final Judgement

    Level 50: Reactive Radial Flawless Interface

    Level 50: Polar Lights Core Superior Ally

    Level 50: Musculature Total Radial Revamp

    Level 50: Assault Radial Embodiment

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

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

    Set Bonus Totals:

    • 20% DamageBuff(Smashing)
    • 20% DamageBuff(Lethal)
    • 20% DamageBuff(Fire)
    • 20% DamageBuff(Cold)
    • 20% DamageBuff(Energy)
    • 20% DamageBuff(Negative)
    • 20% DamageBuff(Toxic)
    • 20% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 3.6% Max End
    • 115% Enhancement(RechargeTime)
    • 10% Enhancement(Range)
    • 2.5% Enhancement(Max EnduranceDiscount)
    • 8% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 15% SpeedFlying
    • 236.5 HP (23.26%) HitPoints
    • 15% JumpHeight
    • 15% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 20%
    • MezResist(Held) 20%
    • MezResist(Immobilized) 20%
    • MezResist(Sleep) 20%
    • MezResist(Stunned) 20%
    • MezResist(Terrorized) 20%
    • 24% (0.4 End/sec) Recovery
    • 80% (3.39 HP/sec) Regeneration
    • 12% Resistance(Fire)
    • 12% Resistance(Cold)
    • 15% SpeedRunning

     

  8. Actually slowed response is odd in this regard. When it's used normally, you don't get the resist down symbols one would expect, just the defense down symbols. When you add the Achilles proc to it, all of a sudden the resist down symbols pop up. That's how I first noticed that everything was getting tagged with the proc all the time.

     

    You can also use the combat log to verify, it has its own entry there too.

  9. Thanks for that. So in my case I just have it 2 slotted, one with the proc and the other is the def debuff/recharge from the set (for the 1.5% global damage bonus). Based on the math, that would pretty much indicate the whatever the maximum proc chance is for each target, I'm hitting it.

     

    Also in my build, I'm running 115% global recharge, then adding hasten+chrono. This gets slowed response down to about 26 seconds recharge, so this still has good uptime in the power (the proc I think is 10 seconds worth of 20% -res and the power itself is 30 seconds of -30% res, sans the delayed effect).

     

    Also in game, the tooltip on the proc is 3.5 PPM.

     

    Anyway, I don't want to hijack the thread, but for any Time/ build, the achilles proc in slowed response is REALLY good.

  10. I know Bopper is more into the numbers than I am, but in terms PPM, I'm guessing the equation can "work" in the opposite direction as well, up to the presumed proc chance of 95% (if that is actually a thing). Anyway for slowed response, the MRT on my character is 77 seconds. Since the Achilles proc is 100% at 17.14 like you point out, then perhaps the chance to go off is 77/17.4*100=449%? It's an AoE and whatever that factor is, I'm guessing at the end of the day, this simply winds up clamping to that 95% chance for every target hit by slowed response.

     

    Again, not sure how this actually all plays out behind the scenes, but in gameplay, pretty much everything hit by slowed response also gets the proc applied.

  11. Why go soul mastery when you can go dark mastery (perma souldrain) and use radial clarion to enhance your buffs?

     

    Clarion and Power Boost stack, and it shoots Farsight into the stratosphere.

     

    Something of note, on my time/fire defender, it appears that that Achilles heel proc in slowed response hits everything (as long as slowed response itself hits that is), and it procs on every cast due to the recharge time being high enough for its 3.5 PPM. However, I thought procs in AoEs only hit one target when it rolls, or am I just confusing this with rain powers? If they proc on everything then fireball needs an upgrade...

  12. Just a point about Farsight: It + Power Boost (though I use PBU from Power and the +ToHit is a bit different) + Clarion Radial = 50% Def to ALL and +51% ToHit for an ENTIRE LEAGUE. And that's only slotting Farsight for Defense and Recharge with a token amount of End Redux. No Agility Alpha either, so the +Def could be even higher, but only by 1-2% I think.

  13. The other thing Corrs have going for them is that Scourge is "always there" from an inherent standpoint. The 30% dmg buff solo on defenders is great, but when you are teaming and no one is hurt, Vigilance does absolutely nothing. Which sucks when you can softcap an entire team/league by yourself...

  14. Just a small tidbit about this part:

     

    if I flood the market with converters it will bottom out as well.

     

    You needn't worry about that, 300 total converters is nothing. I blew through that just by myself crafting in about 30 minutes or so.

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