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About Me

Found 9 results

  1. So ... it's that time again. Time to refresh another build of mine. The first version of my Gravity/Time build efforts can be found HERE. The second version of my Gravity/Time build efforts can be found HERE. And this version can be found ... well ... here ... Strap in kids, because we're about to warp the spacetime continuum in ways that can only be described as ... wibbly wobbly timey wimey ... And as always, fair warning (because it's obligatory at this point) ... WALL OF TEXT CRITS YOU!!! However, if you want to skip the wall of text (to avoid the crits) ... you can. Right ... moving on ... So I made a number of pretty radical changes to the previous builds in this rebuild effort. For one thing I broke up the Controller ATO sets to better leverage them across the entirety of the build ... specifically the Overpowering Presence set got broken up into 3 pieces of 2-slots each to maximize the global set bonuses to mez effects on ALL mez powers (it's not a lot, but it's better than the 3/4/5-slot bonuses for the set). This in turn allowed me to better tailor what was needed (and what wasn't) for slotting into Wormhole and Gravity Distortion Field, which then prompted a remarkable amount of reshuffling of slots between powers (as you'll be able to see below). Dropping from 6 slots to One Slot Wonder™ status for Tactics also helped in this regard (go figure, eh?). I experimented with dropping the Leadership pool in favor of picking up Primal Forces Mastery and adding Spirit Ward (for use along with Temporal Selection) on Singularity so as to make my Singularity as ridiculously bufftacular an aggro magnet as could theoretically be managed ... and I was playing around with that notion for a while, but I really wanted to keep Tactics so as to be able to buff damage output remarkably on Teams (and Leagues) via the Gaussian's Synchronized Fire-control Build Up proc slotted into Tactics. That's because the damage buffing from Build Up procs also affects the bonus (crit?) damage produced by Impact via Propel and Lift on $Targets affected by Gravity Distortion. So the Build Up + Impact factor is a serious force multiplier for this build in terms of damage production, so I really did not want to have to sacrifice Tactics if there was a way to be able to keep Tactics in the build. The problem was, I needed to dump a power pick if I wanted to fit everything into the build. 9 primary powers 9 secondary powers Mystic Flight Hasten (to synergize with Chrono Shift) 2 Leadership toggles (to get Tactics) ... and that's 22 out of 24 power picks ... and it takes 3 power picks to reach Power Boost in Primal Forces Mastery. So if I wanted to have Power Boost AND Tactics ... something had to go from the build. There just wasn't room to keep EVERYTHING. Now, for most people ... the answer if you're going to dump anything out of Gravity OR Time Manipulation is ... dump Dimension Shift. That's because Dimension Shift is (still) carrying a stigma from the earliest days of heroism in Paragon City, when Intangible powers like Dimension Shift lacked the necessary Player control(s) to expire the power early on command. The result wound up being more of a team griefing tool (back then) and although Dimension Shift is now FAR more multi-player friendly (although you can still grief people with it, much like how you can grief people using Knockback too), all too many Players continue to shun Dimension Shift for reasons of its bad reputation from days of yore that no longer align with actual in-game "reality" as played here on Homecoming. However, I noticed something rather unusual about Dimension Shift as I was working up this rebuild. It makes for an almost ideal way to proc the Overwhelming Presence: Energy Font, practically On Demand(!) ... with or without a $Target being present(!). Specifically, I figured out a way to frankenslot Dimension Shift with the Endurance/Recharge and Recharge/Energy Font proc enhancements ... and NOTHING ELSE ... and wind up with either a 66.57% chance (@ Level 27 enhancement) or a 90% chance (Superior Overwhelming Presence) to spawn an Energy Font pet upon CASTING Dimension Shift, assuming I've got my Proc Fu lined up right for how procs work for this power upon casting (so there's some speculative theorycrafting at work here). First of all, Dimension Shift is basically a Summon power, functionally speaking. What Dimension Shift "does" under the hood (I'm assuming) is it Summons a single (pseudo)pet at the specified location, just like a Mastermind Pet or even Controller Pets. The Dimension Shift (pseudo)pet then generates the AoE field around itself that causes the phasing effect within the AoE (of allies and foes alike) and imposes the Immobilize effect on foes within the field. The key point I'm wanting to make here is that the Summoning of the Dimension Shift (pseudo)pet is a ranged SINGLE target action, which is important for Proc Fu calculations, because within this context there's a VERY large distinction between procs that can affect a (pseudo)pet and procs that will "flow through" that (pseudo)pet to affect foes. We know, for example, because people have tested it, that you can slot a Force Feedback proc into Singularity ... but the only time when it will proc (to the benefit of a Controller or Dominator) is when a Singularity is Summoned. Upon Summoning there is essentially a (capped) 90% chance for the Force Feedback proc to actually proc (due to the 240s base recharge time for Singularity) for the caster, even though a Knockback power isn't being "used" in when your Singularity is Summoned (take note of this point). However, after being Summoned, the Force Feedback proc is functionally "useless" to your Singularity since like all other pets Singularity is "immune" to recharge buffing and debuffing ... so even if Force Feedback procs for Singularity after being Summoned, there's simply no benefit to your Singularity from a successful proc of Force Feedback (because: ignores recharge buffing/debuffing). However, slotting the Will of the Controller: Psionic Damage proc into Singularity WILL check for chances to proc on basically EVERY Crush and Gravity Distortion attack that your Singularity will make against $Targets. So that's a situation where with Singularity a damage proc is only relevant AFTER completing the Summons (not during), because the Singularity needs to attack in order to proc the relevant damage keyed proc(s) ... but some non-damage procs can be activated to buff the caster just from the act of Summoning the Singularity pet (as the Force Feedback example demonstrates). I therefore submit for consideration and testing the notion that the same (poorly documented!) "rules" apply to Dimension Shift as well upon casting/summoning the Dimension Shift (pseudo)pet. If so ... and I have every reason to think that this is so until evidence has been provided to the contrary ... that would mean that Dimension Shift has a "high" chance to proc an Overpowering Presence: Energy Font upon casting/summoning, due to the long base recharge time of 60s ... but then a correspondingly "low" chance for additional Energy Font procs once moving into a toggle/sustain mode of checking proc chances once every ~10 seconds. Now, if I'm right about this (and I might not be...) that means that simply doing a quick toggle on/toggle off of Dimension Shift (to avoid endurance costs of sustaining the power) could have a very high chance of summoning an Energy Font ... and in the build I'm presenting below that can be done again in less than 20 seconds(!) after detoggling Dimension Shift while under the effects of Hasten and Chrono Shift combined (to say nothing of the Force Feedback procs slotted into other powers speeding things up beyond that). Even more amazingly, the proc chance for summoning an Energy Font would not need a hostile $Target to cast against ... unlike how slotting the Energy Font proc into Crushing Field would require things to work. If you slot the Energy Font proc into Crushing Field you'll have a low chance to proc the Energy Font per $Target hit ... but Crushing Field is a Target AoE that can hit up to 16 $Targets ... and you only need ONE successful proc per use of Crushing Field in order to summon an Energy Font. So with the Energy Font proc slotted into Crushing Field you need to resort to the Chuck Lots of Dice!!™ strategy in order to get Energy Font to proc (reliably) by using Crushing Field against LOTS of $Targets to maximize your chances of a successful proc ... which is fine ... so long as you're in a $Target Rich Environment that allows you to do that. However, as soon as the number of $Targets drop, the chances of successfully summoning an Energy Font upon use of Crushing Field goes WAY DOWN. On top of that, Crushing Field is EXPENSIVE in endurance cost terms to cast. I've found that spamming Crushing Field is a great way to empty the blue bar in a hurry! So, Crushing Field as a means to proc Energy Font(s) works as long as you have (plenty of) $Targets to cast against, which will often be the case in Team-8 circumstances ... but Dimension Shift is different. I'm figuring that the chance to proc an Energy Font is greatest upon casting/summoning and Dimension Shift doesn't need a $Target in order to cast the power against. That means that you can cast Dimension Shift with ZERO $Targets and still proc an Energy Font, I'm thinking. You probably won't get more than one Energy Font at a time using Dimension Shift this way, but with the build I've made you don't exactly NEED to have more than one Energy Font summoned at a time. Besides, the Stun Aura that the Energy Font will project will combine with the Immobilize that the Dimension Shift is enforcing, creating a "ghetto hold" of Immobilize+Stun just when (and where) you need it when using Dimension Shift. Which is a long winded way of saying (and saying WHY) when it came time to drop a power out of the build ... I dropped Crushing Field and kept Dimension Shift. Now, for anyone who might think that is a TERRIBLE idea and they would NEVER do anything like that for their own character builds(!) ... rest easy. If you want to swap out Dimension Shift for Crushing Field in the build I'm posting below, you can ... although you'll very likely want to swap the Overwhelming Presence enhancements I've got in Time Stop with the ones I've got in Dimension Shift in addition to the powers swap. Reason for this is because Crushing Field NEEDS Accuracy if it's going to hit anything, while Dimension Shift neither needs (nor accepts) Accuracy enhancements, so a straight power swap while keeping the same enhancements probably won't end well. Word to the wise and all that. Part of the reason why I feel like I can get away with this kind of departure from the conventional wisdom is because of how Dimension Shift works now. Dimension Shift is a toggle Immobilize that also phases both friends AND foes within the area of effect ... and at 0.36 end/s in this build, over 20s it will cost no more than 7.2 endurance total before Dimension Shift automatically detoggles (and you can always toggle off yourself before that 20s duration if you want to). To get the same kind of low endurance cost out of Crushing Field per Click, Crushing Field would need to be slotted with 116.67% endurance reduction (good luck with that!). Basically, Dimension Shift "does the same job" that Crushing Field can (in Immobilize terms) at lower cost and admittedly less frequently overall, but often enough to be useful regardless of whether there are $Targets around to take advantage of for Energy Font procs. And because Dimension Shift can be detoggled early, dropping the effect, it's perfectly possible to quickly toggle on/off someplace out of the way (like say, BEHIND a team so you don't mess with where they're going if you need to) so as to spawn an Energy Font and THEN engage a new spawn group of $Targets. In other words, Dimension Shift can work as a proc mule (in a "vacuum" of $Targets) in ways that Crushing Field cannot. At the same time, Dimension Shift can "do" almost everything you'd want to use Crushing Field for in terms of Immobilization (the damage production by Crushing Field is so small as to be negligible in this comparison) and the number of (useful!) uses that Dimension Shift can be put to by a clever(!) Player who is experienced with using the power are remarkably broad and varied, including what amounts to non-combat "prep" uses, visual signaling, choke point protection/defense and even divide and conquer when faced with overrun situations due to ambush spawns. There are of course plenty of obnoxious uses that Dimension Shift can be put to, but I'm not interested in pursuing those kinds of group unfriendly applications. So ... for me at least, Crushing Field is OUT ... while Dimension Shift stays IN ... and just like that I had just barely enough power picks to take Tactics AND Power Boost and not feel like I'd sacrificed a core capability the Gravity Control OR Time Manipulation powersets. If anything, keeping Dimension Shift in the build when working with Gravity Control and Time Manipulation backed by Primal Mastery feels even MORE thematically synergistic than I was expecting (or I supposed is even standard for builds like this one). Needless to say, this radical departure from the Conventional Wisdom had numerous knock on effects for the rest of the build(!) and my description of all of this probably isn't doing the combinations and synergies that this unlocks adequate justice, since a lot of the applications that Dimension Shift can be put to amount to Creative/Clever Use Of Game Mechanics™ in a variety of situations, so how "good" Dimension Shift is for any given Player will be HIGHLY dependent upon that Player's level of skill and direct experience with how to use Dimension Shift, and how well teammates can be ... educated ... to understand its uses, applications, limitations and ways it can in effect both concentrate and defer aggro depending on relative positioning due to the "can't cross the boundary of the bubble" nature of how Dimension Shift works. Not everyone is willing to learn new things, let alone new tricks or ways to play the game ... but some people are, and the most effective way to do that is with demonstrations to SHOW HOW it can be done, because for some people they have to see it before they can believe it (let alone begin to imagine the wealth of possibilities). So yes, this TOTALLY means that in this build, Dimension Shift is not an "oh sh*t!" button used 0-1 times per gaming session. Instead, Dimension Shift is fully intended to be an integrated part of the entire "best defense is an unfair offense" strategy that this build uses to pre-emptively neutralize opposition before they can even respond to defend themselves. I'm looking at using Dimension Shift as often as "every spawn group" (or even just every other spawn group on a fast moving steamroll) even if that usage is not directly impactful on the active combat happening at the time, since simply casting Dimension Shift and toggling it off after a second or so will (I'm thinking) often times summon an Energy Font to assist the beatdown to be delivered. Go. Hunt. DS Skuls. Because as with so many things worth doing in life ... practice makes permanent. Make Dimension Shift a part of how you engage in almost every situation. Use it ... and then learn how to abuse it through tactical positioning to the detriment of your adversaries. What you get out of it depends on how much thought you put into it. The next really radical change that I made from previous builds was to slot up Distortion Field as something of a remarkably "pure" AoE damage proc monster power with SIX damage procs slotted into it. My reason for wanting to put all of those damage procs into Distortion Field instead of Time Stop is because I've already got perfectly serviceable single target attack powers that can be buffed multiplicatively by Containment, Impact and Build Up procs ... while damage procs slotted into Time stop would be boosted by NONE of those buffs. With 4 fully slotted single target attack powers in Gravity Control, I'm hardly desperate to add a 5th single target attack make up of nothing but procs ... however, a (location) Target AoE that will let me put it down anywhere I want every ~23s and lasts for 45s meaning multiple proc chances over the duration of each casting? Where's the dotted line for me to sign on? Because the one thing that Gravity sincerely lacks as an attack power set is AoE damage output. Gravity has single target damage output pretty well covered, but AoE damage output ... not so much. So slotting up Distortion Field with 6 damage procs so as to turn the power into a power that can "maim" multiple $Targets who remain "trapped" within the AoE gives the build something that Gravity alone was lacking. The key for me in this decision was that Distortion Field is relatively quick to cast (2.244s arcanatime) after which it does not require additional animation time to inflict its proc damage against an AoE, allowing me to concentrate on attacking/animating other powers while Distortion Field "burns stuff down" for me relatively hands free ... and it lasts a good long while (and you can have more than one out simultaneously, and they can stack!). I then provided ample "support" for this new use for Distortion Field as a means of damage delivery by radically changing the slotting on Slowed Response to turn it into not only a Target AoE damage power (90% chance to proc 2 damage procs and up to -42.5% Resistance debuffing!) but also something that can be recast every ~30s as an "accelerator" for damage dealing against an entire spawn group, speeding up the amount of time it takes to defeat all foes in a particular spawn group. The basic idea here is that doing Slowed Response followed by Distortion Field will magnify the amount of AoE damage that all the procs slotted into Distortion Field will be capable of producing, increasing the AoE damage throughput of the combination. And then ... on top of all of that ... I added Energy Torrent as a stepping stone in Primal Forces Mastery to be able to reach Power Boost, but in this case I fully slotted up Energy Torrent in such a way as to enable the power to have increased Range (out to ~62ft) producing decent damage (64.89 Smashing/Energy mixed) with a 17.37% chance per $Target to proc an additional -20% Resistance debuff along with an 11.58% chance per $Target for a Force Feedback proc. This means that in the late/end-game the build has a power, Energy Torrent, that can very nearly proc Force Feedback almost at will for increased recharge buffing across the entire build in a $Target Rich Environment. Combine the Force Feedback proc potential of Energy Torrent with the proc potential of Lift and Propel and it starts becoming relatively easy to close the "perma gap" for Hasten and Chrono Shift despite the relatively low global recharge amounts realized within this build. Another interesting point is what happens to how it plays after fully slotting out Wormhole by Level 31. Basically everything changes at that point (as it tends to do for Gravity Control builds in general). I say this because here's what I'm assuming happens when playing this build solo starting at Level 36: Wormhole > Slowed Response > Distortion Field > Dimension Shift ... begin single target rotation with Singularity and possibly an Energy Font while INSIDE the Dimension Shift ... ... season to taste with Energy Torrent if available. I figure that ought to ruin the day of pretty much any $Target that the Wormhole is capable of teleporting into a neat and tidy pile wherever you want ... after which the beatings will now commence until the faceplanting improves ... or words to that effect, and with all of that debuffing and proc damage going on, it won't take anywhere nearly as long to destroy entire spawn groups in detail. For one thing, Dimension Shift will Immobilize everything for you so as to establish Containment before you start "shooting the fish in the barrel" of your Dimension Shift sphere of "oh $Diety, they're all gonna drop for XP!" Note that this particular combination of powers to open with, with Hasten alone, can be done every ~35s (and about every ~30s with Hasten and Chrono Shift) or so and allows you to defeat foes on (presumably cleared) terrain that is safe for you to fight on without needing to worry about drawing additional aggro. That then allows you to control the battlespace (and battletime?) to your own advantage and circumstances. After all, why fight "fair" when you don't have to? After all, you're somewhat literally controlling the warping of the spacetime continuum through use of your powers, and needing to "fight fair" isn't one of the requirements for you in order to do all that. As seen in previous builds, I'm keeping the Decimation Build Up proc in Propel with the intent to score procs from use of Propel but also the Gaussian's Build Up proc in Tactics (which has an averaged 12.5% chance to proc every ~10s while Singularity is within 60ft of your Controller and being buffed by Tactics). The combination of these two procs ought to markedly increase the damage potential of Crush, Lift, Gravity Distortion and Propel, to say nothing of the multiplicative effects on Containment and Impact damage results when buffed by a Build Up proc. In a solo context, I fully expect to see a higher than normal number of Build Up procs when using this build because of how I've invested in powers and slots for those powers. However, those Build Up procs will not buff the damage output of any damage procs in the build, since damage procs are unaffected by damage buffs ... but ... those same damage procs will improve their damage throughput when resistance debuffing gets factored in, and both Slowed Response and Energy Torrent can deliver on Resistance debuffing (as will Crush, Lift, Gravity Distortion and Propel). I'm thinking that the combination of damage buffing and resistance debuffing that this build manages to put together ought to allow for significantly more overall damage throughput than might be expected just looking at the raw damage numbers in the build planner. Just remember that Dimension Shift is your AoE Containment setup power, since Dimension Shift will Immobilize $Targets caught within the field boundary. The one regret that I have with this build is that there simply wasn't room to fit in Spirit Ward for use on Singularity. Having both Temporal Selection AND Spirit Ward for Singularity would no doubt make Singularity absurdly difficult to damage sufficiently to threaten, short of AV/GM and/or Hamidon type incoming damage levels. However, in a choice between Spirit Ward and Temporal Selection, there's really no contest as Temporal Selection offers a greater benefit on teams (+Damage, +Recharge and +Regeneration!?) and 2 of those properties are useful for sustaining a Singularity. Even better yet, since a Singularity cannot be healed, but the Regeneration of a Singularity can be buffed, Temporal Selection becomes the "go to heal" power for avoiding the need to resummon your Singularity. So, although having both Temporal Selection and Spirit Ward would be "nice to have" ... if I can only take one (and in this build I can only take one!) then Temporal Selection wins the prize. Trust me, this way is better than the alternative. However, that said ... Here in the (now v3.0.1) build I've reshuffled some slots around (pulled 5 slots out of Tactics, leaving it a One Slot Wonder™ power with only the Gaussian's Synchronized Fire Control Build Up proc) so as to slot up Temporal Mending with a full 5 slots of the Regenerative Tissue set and then moved Preventative Medicine into Temporal Selection. What I'm hoping will happen as a result of this is to find out of EVERYONE gets the benefit of the +25% Regeneration for 120s(!) from the Regenerative Tissue unique IO, applied via PBAoE(!), and not just the Controller casting it so as to make Temporal Mending an even stronger Regeneration buffing power. However, the real prize of this shift is that by slotting up Temporal Selection with a full set of Preventative Medicine the Temporal Selection power adds a whopping +302.2% Regeneration (and +25% Damage buff and +30% Recharge buff!) to whatever Temporal Selection is cast upon ... which can include your Singularity(!) that can't be "healed" per se, but which can have its Regeneration buffed in order to "heal itself" over time, making Singularity an even beefier/tankier aggro magnet (which I have now slotted the Soulbound Allegiance Build Up proc into for even beefier/burstier damage production on top of what Temporal Selection is doing!). Now, if I'm right that the Regenerative Tissue +25% Regeneration will be "spread" through Temporal Mending, then that Regeneration buff can stack on top of everything else getting piled onto Singularity ... So ... yeah ... ch-ch-ch-changes ... from the v2.0 (and even v3.0) build ... There are a few other tricks and synergies to be found in the overall structure of this particular build, notably the Winter's Bite proc in Crush. Pretty much all of the Containment enhanced damage from this build belongs to Crush, Lift, Gravity Distortion and Propel, which even as early as Level 8 can make for a decently solid attack chain rotation that makes the most of Containment AND Impact mechanics. A HUGE amount of the way this whole thing is supposed to work involves opening up with Wormhole (to relocate $Targets where you want them and Stun them in the process) for Divide and Conquer. Follow up with Slowed Response and Energy Torrent to apply the most resistance debuffing possible and likely scoring a Force Feedback proc within 3.34s after using Wormhole. Lay down Distortion Field and Dimension Shift, in that order, and you've got everything Right Where You Want Them for being destroyed in detail after another 3.2s of animation (6.64s total after Wormhole at this point) and probably have an Energy Font summoned and proceeding to attack whatever you sucked through the Wormhole. Use Time Crawl and Time Stop against anything "obnoxious" in the soon to be compost heap before advancing into the Gravity Distortion, Propel, Lift, Crush, repeat phase of the beatdown you're primed to deliver to (presumably) helpless $Targets who can't fight back. Just remember that how you'll fight on a team will be QUITE different from how you fight solo. The last thing I'll mention is that this new v3.0.1 build incorporates the new Synapse's Shock set IOs into the build, exchanging 0.05 endurance per second for +15% Run speed relative to the previous build versions ... an "expense" that I'm willing to pay (since it's basically a loss of 1 endurance per 20 seconds). The reason that I mention this is because it means that the build can only be opened using the updated Mids' Reborn planner with (to my knowledge) the MRBU Update applied to it, as of the time of this posting (this may change as updates to the build planners get posted and people upgrade). And that's pretty much all I think I ought to be saying about this build at this point. So ... on with the build post itself! 💫
  2. What: Timey Whimey Where: Excelsior (first meeting in Mercy) When: Fridays at 8pm Eastern/5pm Pacific US (first meeting on 25 February) Who: The Justice Superteamers (the folks behind the Justice TA, Traps, Radiation, Blades, Earth, Gun, Darkness, Time, Water, Indomitable Sonic, and Excelsior Nature, Knockback, Electric, Thermal/Cold, Dark, TA, Guns, Poison, and Stone Superteams) Why: FUN, fortune, and glory! The Justice Superteamers run many projects to leverage the power of stacked (de)buffs and explore common themes to accomplish things that a random group could not. Come join us on Excelsior for our Timey Whimey Superteam where we'll leverage the power of Time to subdue our foes. Long time vets and new players are all invited as we focus on fun with other friendly players. Power/Build Requirements: Must have either Time Manipulation (available on Defenders, Controllers, Corruptors, or Masterminds) or Temporal Manipulation (Blasters) Required Powers(slotting): Time Manipulation Temporal Selection (Recharge) Farsight (2 Defense) Slowed Response (Accuracy, Recharge) Chrono Shift (2 Recharge) Assault (Endurance) by level 20 Temporal Manipulation Time Stop (Accuracy, Recharge) Assault (Endurance) by level 20 Maneuvers (2 Defense) by level 30 The following are suggested, but if you can't fit them all in, not required: Temporal Mending (non-blasters) Time's Juncture (non-blasters) Time Shift (blasters) Injection Tactics Other team-focused powers are great too: Vengeance, Victory Rush, Weaken Resolve, Spirit Ward, and Teleport Target are always useful. You're welcome to make use of your other build if you'd like to maintain a solo, PVP, or non project compliant build. Miscellaneous Details: Our first meeting will take place Friday, Feb 25, 2022 at 8pm EST/5pm PST at Arbiter Richard in Mercy Island on Excelsior. Feel free to show up fresh from the tutorial (or even skip it). We'll be coordinating the group through use of a global channel named "Justice Superteamers". Everyone participating on this team must join the channel. (/chan_join "Justice Superteamers"). We have a Justice Superteamers SG with a fully functional base. Timey Whimey members are welcome to join the SG and anyone is welcome to use the public base amenities with code: JST-19564. We also have a Discord channel for out of game and voice communication. We'll start in the Rogue Isles and run arcs, papers, and banks there, but will eventually make ourselves vigilantes/rogues so we can enjoy what Paragon and Praetoria have to offer. We'll be focusing on PVE content (TFs, Contact Arcs, Tips, iTrials, the occasional newspaper/scanner, etc). There is no limit on the number of people that can join us. This isn't going to be a fixed group of 8; the more, the merrier. Feel free to show up late, roll a 2nd alt, etc. Super-Sidekick makes teaming incredibly easy. If you already have a character that fits the theme of this team, or won't be able to join us at the start of this team, don't worry; we'll accept you at any level, any time. Just note that if you're significantly beyond the rest of the team in terms of level, you should expect to exemplar down to the rest of the team most of the time. If you have any questions or suggestions, feel free to post here or send a /t or email to @Perfect Square , @Hedgefund, or @EF in-game.
  3. 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.
  4. Hello! I haven't touched CoH since....a long time ago. i came to check out homecoming and had fun. a friend of mine wanted to join me exploring praetoria. I made an Electric/ Time controller and i'm curious what would synergize well with it. some one in /help chat told me that it offers tons of control and pretty good defense, so i kind of figured a scrapper or blaster may be best? to actually kill things? any advice would be great. thank you!
  5. This build is inspired by this thread. Also, by the desired to have a defender who can patch holes in teams. Especially, lower level teams. Lack of defense: Farsight and Time's Juncture Lack of control: Time's Juncture, Distortion Field, Time Crawl, Ice Storm, Blizzard, multiple holds with lots of slow and -recharge Healing, check End, only 27+ Mez protection, sorry cannot have it all I was in a 2 blaster, 2 defender (time, kinetics) Summer Blockbuster Event. Went well, the AVs and EB were so slow and attacked so little that the lack of taunt was not a issue. Only one death, me, at the start of the arena stage, before I could get oriented to the mobs. Here is my tentative build. I have never had a time defender before, so there is probably lots of room for improvement.
  6. Time Manipulation Guide by Bopper Written: 30 July 2019 Last updated: 2 August 2019 (Information that might help new Time Manipulation players for any archetype) A Quick Note from the Author Introduction Links to City of Data Information So that covers the majority of the details you would want for Time Manipulation. Now, I will spend some time talking about each power including some anecdotes of what I like to do with them and also provide some opinions. Basically, if you don’t care about what I think, now is the time to check out. My Summarized Opinion of Time Manipulation More Opinions, Broken Up by Powers Concluding Remarks Revision History Not a Guide Writer!
  7. Love some input on my build. I'm quite happy with how it plays at the moment, but it can always get better. I don't have all my incarnates at the moment, but they will just make life easier down the road. I'll give some input below on my rotations and stuff below. I haven't pushed this and don't know what kind of content it can actually do but I'm not sure higher then +2/x8 is advisable without completed incarnates (I do +2/x5 atm when solo). Hero Plan Import info: Hero Profile: Incarnates: Set Bonus Totals: Set Bonuses:
  8. 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.
  9. So reading the descriptions for powers in Time Manipulation, a lot of the debuffs have added effects and/or are more potent if the enemy is already under the "Delayed" status from Time Crawl. This lead me to believe that it was a key component of making proper use of Time Manipulation as a set. However, when I looked through a few builds for my Time/Beam defender, it seemed like most didn't bother adding more than maybe a single slot to it, max. Is it not really that vital a power? Or does it already just get whatever boosts it needs typically from Set bonuses in other powers? Do the Time Defenders here use it much?
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