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Redlynne

Time/Dual Pistols/Dark "No Escape" Build

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Wow ... this turned out a lot more terrifying than I'd been assuming it would.  The sheer quantity of buffing, debuffing, control (both hard and soft) and of course, recharge, in this build is just something that you have to see to believe.  Swap Ammo literally makes it possible to "change your brand" of what sort of control you're exerting over your $Targets so as to adapt to a variety of situations.

 

Oh and you only need to proc the Force Feeback IO in Empty Clips twice within 90 seconds in order to add enough recharge to the build to make Chrono Shift perma (recharge + animation time below duration) before adding in an Incarnate Alpha Slot, which can be done relatively easily.

 

So ... for anyone who wants to play a "Time Cop" character, either Blueside or Redside ... here's your build.

Needless to say, I'll be playing this once I get around to downloading the game client and start logging in.

 

ldLO09A.gif

 

Oh, and if you want to see what the build looks like when fully loaded out with Level 50 Purple IOs, copy the data chunk at the end into Pine and use the Flip To Alternate on the Slots to see what happens.

 

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Natural Defender

Primary Power Set: Time Manipulation

Secondary Power Set: Dual Pistols

Power Pool: Sorcery

Power Pool: Speed

Power Pool: Leadership

Ancillary Pool: Dark Mastery

 

Hero Profile:

 

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 1: Pistols

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (3) Entropic Chaos - Damage/Endurance: Level 27
  • (5) Entropic Chaos - Damage/Recharge: Level 27
  • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (7) Entropic Chaos - Chance of Heal Self: Level 20
  • (7) Achilles' Heel - Chance for Res Debuff: Level 10

Level 2: Dual Wield

  • (A) Defender's Bastion - Accuracy/Damage: Level 27
  • (27) Defender's Bastion - Damage/Recharge: Level 27
  • (27) Defender's Bastion - Damage/Endurance/Recharge: Level 27
  • (29) Defender's Bastion - Accuracy/Damage/Endurance: Level 27
  • (29) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27
  • (31) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27

Level 4: Mystic Flight

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

Level 6: Empty Clips

  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) Vigilant Assault - Accuracy/Damage/Endurance: Level 27
  • (11) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27
  • (11) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27
  • (13) Force Feedback - Chance for +Recharge: Level 21

Level 8: Temporal Mending

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

Level 10: Swap Ammo

Level 12: Time's Juncture

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

Level 14: Temporal Selection

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

Level 16: Distortion Field

  • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)
  • (19) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)
  • (19) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27
  • (21) Pacing of the Turtle - Chance of -Recharge: Level 20
  • (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
  • (23) Lockdown - Chance for +2 Mag Hold: Level 30

Level 18: Time Stop

  • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
  • (37) Basilisk's Gaze - Recharge/Hold: Level 27
  • (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27

Level 20: Suppressive Fire

  • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (48) HamiO: Endoplasm Exposure (+2 Acc/Mez)

Level 22: Farsight

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

Level 24: Hasten

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

Level 26: Slowed Response

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

Level 28: Maneuvers

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

Level 30: Tactics

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

Level 32: Chrono Shift

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

Level 35: Piercing Rounds

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (36) Positron's Blast - Damage/Endurance: Level 27
  • (36) Positron's Blast - Damage/Recharge: Level 27
  • (36) Positron's Blast - Damage/Range: Level 27
  • (37) Positron's Blast - Accuracy/Damage/Endurance: Level 27

Level 38: Hail of Bullets

  • (A) Vigilant Assault - Accuracy/Damage: Level 27
  • (39) Vigilant Assault - Damage/RechargeTime: Level 27
  • (39) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27
  • (39) Eradication - Accuracy/Damage/Recharge: Level 27
  • (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27

Level 41: Dark Consumption

  • (A) Obliteration - Damage: Level 31
  • (45) Obliteration - Accuracy/Recharge: Level 31
  • (46) Obliteration - Damage/Recharge: Level 31
  • (46) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 44: Soul Transfer

  • (A) Disorient Duration IO: Level 50

Level 47: Soul Drain

  • (A) Obliteration - Damage: Level 31
  • (48) Obliteration - Accuracy/Recharge: Level 31
  • (48) Obliteration - Damage/Recharge: Level 31
  • (50) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 49: Assault

  • (A) Endurance Reduction IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Celerity - +Stealth: Level 15

Level 1: Vigilance

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

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

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

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

Level 10: Chemical Ammunition

Level 10: Cryo Ammunition

Level 10: Incendiary Ammunition

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

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

Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 5% Defense(Ranged)
  • 7.65% Max End
  • 36% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 90% Enhancement(RechargeTime)
  • 7.5% Enhancement(Range)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 49.6 HP (4.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 37.5%
  • MezResist(Held) 37.5%
  • MezResist(Immobilized) 37.5%
  • MezResist(Sleep) 37.5%
  • MezResist(Stunned) 37.5%
  • MezResist(Terrorized) 37.5%
  • 7% (0.12 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 8.25% Resistance(Smashing)
  • 8.25% Resistance(Lethal)
  • 9% Resistance(Fire)
  • 9% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 2.25% Resistance(Toxic)
  • 2.25% Resistance(Psionic)

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

Set Bonuses:

Entropic Chaos

(Pistols)

  •   10% (0.42 HP/sec) Regeneration
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Defender's Bastion

(Dual Wield)

  •   15.26 HP (1.5%) HitPoints
  •   7.5% Enhancement(Range)
  •   6% Enhancement(Heal)
  •   3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
  •   8.75% Enhancement(RechargeTime)

Blessing of the Zephyr

(Mystic Flight)

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

Vigilant Assault

(Empty Clips)

  •   1.8% Max End
  •   6.25% Enhancement(RechargeTime)

Preventive Medicine

(Temporal Mending)

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

Dark Watcher's Despair

(Time's Juncture)

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

Pacing of the Turtle

(Distortion Field)

  •   2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%

Basilisk's Gaze

(Time Stop)

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

Luck of the Gambler

(Farsight)

  •   7.5% Enhancement(RechargeTime)

Red Fortune

(Maneuvers)

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

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Adjusted Targeting

(Tactics)

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

Positron's Blast

(Piercing Rounds)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   9% Enhancement(Accuracy)
  •   6.25% Enhancement(RechargeTime)

Vigilant Assault

(Hail of Bullets)

  •   1.8% Max End
  •   6.25% Enhancement(RechargeTime)

Eradication

(Hail of Bullets)

  •   1.8% Max End

Obliteration

(Dark Consumption)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Obliteration

(Soul Drain)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

 

 

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I believe it. My dark/pistols defender was a BEAST. I’ve heard good things about time/ and I may have to get one!

 

-R

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Back in Issue 23, I was playing a Storm/Dual Pistols who I had started just prior to the announcement/release of Time Manipulation (so it was too late for me to reroll), and a lot of people were really surprised by what I could do in Team-8 situations.  Running Moonfire TFs with a Storm/Dual Pistols Defender was extremely unfair to all the $Targets.

 

Last night when I finished up making this build in Pine, I just had to sit back and look at this build in fear of what it can do.

 

  • Hail of Bullets and Soul Drain have almost exactly the same recharge time (difference is like ~5 seconds) and both recharge in ~30 seconds.  Use together for best results!
  • There's so much recharge in the build that Soul Drain is very nearly perma before factoring in Force Feedback procs (and is perma on the Level 50 Purple alternate slotting).
  • Time's Juncture and Farsight combined yield Defense Softcap performance levels.
  • Suppressive Fire is either a MAG 3 Stun (Standard Ammo) or a MAG 3 Hold (Chemical, Cryo or Incendiary Ammo) which can be easily combined with the MAG 3 Hold in Time Stop with no need for Lockdown or Devastation proc IOs to build enough MAG to Hold a Boss.
  • Hasten is perma with Chrono Shift, and Chrono Shift is perma with 10 seconds of +100% Recharge proc of Force Feedback in Empty Clips within a 90 second span (which is almost trivially easy to do).
  • -Recharge procs (which have a 20 second duration!) in Time's Jumcture and Distortion Field ought to "reliably floor" recharge on almost anything that isn't a Giant Monster or protected by Purple Triangles of Doom, meaning keep anything you want to have suppressed within these two AoEs.
  • Pistols (single target) and Slowed Response (target AoE) both have resistance debuff procs, which benefit entire teams (and leagues during trials) to hasten defeats of $Targets.  Pistols will be used A LOT.
  • Dual Wield is slotted to have a chance for a PBAoE Heal upon use.  Dual Wield will be used A LOT.
  • Empty Clips has been enhanced for Range because it is a Cone.  Increasing the Range of a Cone power by +50% increases the 2D triangle AoE that can be held at risk by a surprising amount, and the Cone also increases in width at longer ranges relative to shorter ranges.
  • Empty Clips can proc both Force Feedback for 5 seconds of +100% Recharge, but also Vigilant Assault for a PBAoE Absorb.  Empty Clips will be used A LOT ... and in fact there's enough recharge in this build to make an attack chain of Pistols, Dual Wield, Empty Clips on repeat possible.
  • Temporal Mending has been slotted with Preventative Medicine, which can also proc an Absorb.  Unknown yet if this Absorb proc can affect Allies within the PBAoE of Temporal Mending or just the caster (testing needed).
  • Distortion Field is slotted with enough movement Slow to "reliably floor" the Fly/Jump/Run speed of almost anything that doesn't have massive Slow Resistance, creating a zone of No Escape within which $Targets are at your mercy.  There's enough recharge in this build that you can have TWO Distortion Fields out simultaneously.  Yeah ... you know what to do with THAT kind of debuffing power ...
  • Leadership toggles benefit EVERYONE you team up with.  EVERYONE.
  • Dark Consumption gives you an Endurance Slurp that's available every ~90 seconds in the event of continuous heavy combat in a target rich environment with little to no downtime for recovery of Endurance.
  • Soul Transfer gives you the chance to not only have the last laugh ... but also be the last one standing.
  • Use Chemical Ammunition to debuff Damage on $Targets (duration 6-8 seconds for most attacks).  Increase the Damage debuffing by adding Slowed Response to shut down their damage output even more.  Stack with -Recharge from Time's Juncture and Distortion Field to maximize reduction of damage output from $Targets.
  • Encourage DEfenders to play on Team OFfense!  Yes, even Empaths can use their attack powers while you're around.
  • Use aggro magnets to herd $Targets and soak alpha strikes before telling them "hold my beer, I've got this."
  • Scrapperlock isn't just for Scrappers ...

 

Any questions?


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Here's an alternative form of this build that swaps Piercing Rounds (at 35) for Bullet Rain (at 24) so as to offer a higher amount of AoE throughput per attack cycle ... to better Defeat $Targets en masse rather than by simply picking them off one at a time.  This involved shuffling Hasten and Tactics around, along with shuffling the timing on when some slots are allocated, but apart from that it's almost exactly the same build.  This change means that single target throughput is reduced to favor multi-target damage output.

 

Ideally speaking, you want to use the first build for Missions with extremely hard targets (AVs and the like) while using this second alternate build for mowing down masses of crunchies wholesale, rather than retail.

 

YDUZ3yJ.gif

 

And just as before, if you want to see what the build looks like in Pine when completely loaded out with as many Level 50 Purple IOs as can be fit into the build, simply use the Flip To Alternate option for the slots.

 

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Natural Defender

Primary Power Set: Time Manipulation

Secondary Power Set: Dual Pistols

Power Pool: Sorcery

Power Pool: Leadership

Power Pool: Speed

Ancillary Pool: Dark Mastery

 

Hero Profile:

 

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 1: Pistols

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (3) Entropic Chaos - Damage/Endurance: Level 27
  • (5) Entropic Chaos - Damage/Recharge: Level 27
  • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (7) Entropic Chaos - Chance of Heal Self: Level 20
  • (7) Achilles' Heel - Chance for Res Debuff: Level 10

Level 2: Dual Wield

  • (A) Defender's Bastion - Accuracy/Damage: Level 27
  • (25) Defender's Bastion - Damage/Recharge: Level 27
  • (27) Defender's Bastion - Damage/Endurance/Recharge: Level 27
  • (27) Defender's Bastion - Accuracy/Damage/Endurance: Level 27
  • (29) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27
  • (29) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27

Level 4: Mystic Flight

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

Level 6: Empty Clips

  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) Vigilant Assault - Accuracy/Damage/Endurance: Level 27
  • (11) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27
  • (11) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27
  • (13) Force Feedback - Chance for +Recharge: Level 21

Level 8: Temporal Mending

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

Level 10: Swap Ammo

Level 12: Time's Juncture

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

Level 14: Temporal Selection

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

Level 16: Distortion Field

  • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)
  • (19) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)
  • (19) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27
  • (21) Pacing of the Turtle - Chance of -Recharge: Level 20
  • (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
  • (23) Lockdown - Chance for +2 Mag Hold: Level 30

Level 18: Time Stop

  • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
  • (37) Basilisk's Gaze - Recharge/Hold: Level 27
  • (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27

Level 20: Suppressive Fire

  • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (48) HamiO: Endoplasm Exposure (+2 Acc/Mez)

Level 22: Farsight

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

Level 24: Bullet Rain

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (36) Positron's Blast - Damage/Endurance: Level 27
  • (36) Positron's Blast - Damage/Recharge: Level 27
  • (36) Positron's Blast - Damage/Range: Level 27
  • (37) Positron's Blast - Accuracy/Damage/Endurance: Level 27

Level 26: Slowed Response

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

Level 28: Maneuvers

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

Level 30: Hasten

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

Level 32: Chrono Shift

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

Level 35: Tactics

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

Level 38: Hail of Bullets

  • (A) Vigilant Assault - Accuracy/Damage: Level 27
  • (39) Vigilant Assault - Damage/RechargeTime: Level 27
  • (39) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27
  • (39) Eradication - Accuracy/Damage/Recharge: Level 27
  • (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27

Level 41: Dark Consumption

  • (A) Obliteration - Damage: Level 31
  • (45) Obliteration - Accuracy/Recharge: Level 31
  • (46) Obliteration - Damage/Recharge: Level 31
  • (46) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 44: Soul Transfer

  • (A) Disorient Duration IO: Level 50

Level 47: Soul Drain

  • (A) Obliteration - Damage: Level 31
  • (48) Obliteration - Accuracy/Recharge: Level 31
  • (48) Obliteration - Damage/Recharge: Level 31
  • (50) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 49: Assault

  • (A) Endurance Reduction IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Celerity - +Stealth: Level 15

Level 1: Vigilance

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

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

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

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

Level 10: Chemical Ammunition

Level 10: Cryo Ammunition

Level 10: Incendiary Ammunition

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

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

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

Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 5% Defense(Ranged)
  • 7.65% Max End
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 6% Enhancement(Heal)
  • 7.5% Enhancement(Range)
  • 36% Enhancement(Accuracy)
  • 90% Enhancement(RechargeTime)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 49.6 HP (4.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 37.5%
  • MezResist(Held) 37.5%
  • MezResist(Immobilized) 37.5%
  • MezResist(Sleep) 37.5%
  • MezResist(Stunned) 37.5%
  • MezResist(Terrorized) 37.5%
  • 7% (0.12 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 8.25% Resistance(Smashing)
  • 8.25% Resistance(Lethal)
  • 9% Resistance(Fire)
  • 9% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 2.25% Resistance(Toxic)
  • 2.25% Resistance(Psionic)

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

Set Bonuses:

Entropic Chaos

(Pistols)

  •   10% (0.42 HP/sec) Regeneration
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Defender's Bastion

(Dual Wield)

  •   15.26 HP (1.5%) HitPoints
  •   7.5% Enhancement(Range)
  •   6% Enhancement(Heal)
  •   3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
  •   8.75% Enhancement(RechargeTime)

Blessing of the Zephyr

(Mystic Flight)

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

Vigilant Assault

(Empty Clips)

  •   1.8% Max End
  •   6.25% Enhancement(RechargeTime)

Preventive Medicine

(Temporal Mending)

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

Dark Watcher's Despair

(Time's Juncture)

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

Pacing of the Turtle

(Distortion Field)

  •   2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%

Basilisk's Gaze

(Time Stop)

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

Luck of the Gambler

(Farsight)

  •   7.5% Enhancement(RechargeTime)

Positron's Blast

(Bullet Rain)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   9% Enhancement(Accuracy)
  •   6.25% Enhancement(RechargeTime)

Red Fortune

(Maneuvers)

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

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Adjusted Targeting

(Tactics)

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

Vigilant Assault

(Hail of Bullets)

  •   1.8% Max End
  •   6.25% Enhancement(RechargeTime)

Eradication

(Hail of Bullets)

  •   1.8% Max End

Obliteration

(Dark Consumption)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Obliteration

(Soul Drain)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

 

 

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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By the way I think you can put that Zephyr into the swift or hurdle - I think it might be nice to jam it into Hurdle so you can actually put at least 1 flight speed IO into mystic flight.

 

 


See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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

 

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


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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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By the way I think you can put that Zephyr into the swift or hurdle - I think it might be nice to jam it into Hurdle so you can actually put at least 1 flight speed IO into mystic flight.

Pine's says no. They only take generic IOs, not sets. Sadly, that one has to go in an actual chosen power. (Sprint and the various Sprintlets won't take it either.)

 

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

 

I'm pretty new to doing anything with a build besides finding one on the forums and shamelessly copying it, but here's my take. I dropped Mystic Flight for Combat Jumping so it can still take the -Knockback IO, but with added Defense and Immob protection (End use increases a little, but should be manageable -- could a Performance Shifter proc fit in here somewhere?), and I moved that to level 14, with almost everything between 4 and 14 moving forward by two levels. Should make things more effective when exemped, and make this one a little more level-able in general.

 

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Formerly of Virtue, now on Excelsior:

Core (Radiation defender) - The Villainess (Dark dominator)

Daddy Longlegs (Arachnos Soldier)Doctor Horizon (Gravity controller)

Highway Star (Kinetics defender)The Night's Templar (Kinetic stalker)Vigilant (Shield tanker)

and more lowbies than you can shake an enchanted hammer at!

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

 

Think of it this way ...

 

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

 

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


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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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

 

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


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/em sigh

 

Both builds are reposted.  If the Flip to Alternate on the slots doesn't work for you, that basically means that the alternate slots are either not being encoded into the code hash, or your copy of Pine's is not interpreting the code hash properly (or both).


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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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As someone who has not touched CoH in a decade, what is the biggest difference between Defender and Corruptor versions of this build? I do like teaming, but in the down times I'm soloing and the more damage the quicker that goes.


@sovera in Everlasting - I love teaming up so hit me up.

 

Simple guide for newcomers, money making included amongst other things

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As someone who has not touched CoH in a decade, what is the biggest difference between Defender and Corruptor versions of this build? I do like teaming, but in the down times I'm soloing and the more damage the quicker that goes.

 

Aside from the Which Powers When factor(s), the major difference is that the buffs/debuffs will be stronger here on the Defender version, at the expense of damage output ... including the Scourge buff when $Targets are below half HP.  The simplest answer is to open up your build planner and "mirror" this build into a Corruptor version so as to cross-check the differences for yourself (and then decide).

 

I'll leave that exercise as a take home exam for the disinterested observer ... ^_~


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/em sigh

 

Both builds are reposted.  If the Flip to Alternate on the slots doesn't work for you, that basically means that the alternate slots are either not being encoded into the code hash, or your copy of Pine's is not interpreting the code hash properly (or both).

 

Fair enough.

 

Just for your information this is what is coming out on my end :) This build and your others look amazing, thank you for the time and effort you put into them. Its appreciated. :)

 

Time-DPDefender1.png

 

Time-DPDefender2.png

 

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Just for your information this is what is coming out on my end :)

 

Well GOOF.

Really disappointing to see that all the work I put into making the alternates with the Level 50 Purples wasn't being encoded/read in the data hash.  Oh well.

 

This build and your others look amazing, thank you for the time and effort you put into them. Its appreciated. :)

 

That's only because I put hours/days into noodling around in Pine with them before posting them (and even then wind up making a fair number of corrections afterwards based on feedback).  That's because I'm looking for sustainable/balanced performance profiles over as wide a range of Exemplar Levels as can be managed without compromising the underlying build itself.

 

And don't forget, other people are allowed to make amazing builds too!  ;)


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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Of course, I never intended to imply that other builds weren't great. Simply wanted to give thanks for your layout and explanation; it really made things easy to understand and figure out how things work.

 

Once again kudos!

 

 

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Simply wanted to give thanks for your layout and explanation; it really made things easy to understand and figure out how things work.

 

Here's the best part of this build.

 

A HUGE factor in how effective it is depends on Player Skill and Situational Awareness(!).  There are simply too many variables involved to be able to reduce what this build can do down to a simplistic spreadsheet analysis and then use that analysis to RELIABLY predict how it will play.

 

For example ... with full Set Bonuses active (so Exemplar Level 28+) you can have multiple Distortion Fields out.

What happens when you stack them in the same area?

Well, presumably the zone of NO ESCAPE becomes incredibly hard to get out of, short of Teleporting.

 

Remember ... having a good build will only take you so far.

The rest is on You The Player to make extraordinary!


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I have been using this for a while since the name Peggy Carter wasn't taken and I felt that time travel had to be somewhere in her past. What ammunition do you tend to use? I use fire soloing, but on groups, I am torn between less hits and softer hits. Or do you switch ammo and get both in the large aoe's?

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I have been using this for a while

 

Really ...?  How is it working out for you?  I (still, as of this post) haven't been able to log into the game yet to play.

Plus there's the fact that if it's working out just fine for other people before I even start playing it, there's got to be something going right with the build plan, eh wot eh wot eh wot?  Am I right or am I right?  ^_~

 

What ammunition do you tend to use? I use fire soloing, but on groups, I am torn between less hits and softer hits. Or do you switch ammo and get both in the large aoe's?

 

My "plan" ... such as it is ... is to switch ammo types as needed/useful ... but the default is going to be on using Chemical Ammunition for the Damage debuffing (en masse via Empty Clips).  Once you have enough attacks and recharge going for you to have a continuous attack chain, the Damage debuffing combo of Chemical Ammunition and Distortion Field ought to really just nerf $Targets into the ground.  Combined with Time's Juncture ... they can't (To)Hit ... they can't Damage ... and they can't Recharge ... and they can't Move Away (fast enough to escape) ... all while you mow them down with your pistols.  And that's before throwing Suppression Fire into the mix to apply Stun (standard ammo) or Hold (all the swapped ammo types) to whatever you've got selected as your (single) $Target to put them into lockdown ... even though you aren't a Controller.

 

Of the Swap Ammo options ...

Incendiary Ammo will increase your damage output slightly, but not by a tremendous amount (and the difference is often difficult to notice).

Cryo Ammo will stack enough -Recharge onto your $Targets to push them towards the recharge floor if you can't get there using your Time Manipulation powers ... but since you usually can, this is rarely a benefit (overall).  Cold damage is rarely resisted though.

Chemical Ammo, by contrast, will offer -Damage debuffing onto your $Targets which when stacked with Distortion Field will really make it hard for stuff to hurt you (or your team) all that much.  Plus there's the fact that Toxic damage is rarely resisted.

 

Given a choice between +5% more damage to my own attacks ... or more like a -50% damage debuff to my $Targets trapped in my Distortion Field and getting debuffed by my attacks while essentially "mired" in a Ghetto Hold Area Of Denial (where they "can't win, can't break even and can't even get out of the faceplant zone") ... I'm thinking I'd rather use the Chemical Ammo, especially while teaming, since the damage debuffing will help the team more than a smidgen more damage coming out of my pistols.

 

Your mileage may vary, of course.


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Thank you so much for this build, I'm making it right now!

 

As I'm still learning the game and quite poor, is there any recommendation you can make for slotting for common IOs? Just want to get a gist of what goes where before I'm rich :P

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Thank you so much for this build, I'm making it right now!

 

All part of the service ... :D

 

Needless to say, once I get finished writing up all of my bindloadfiles (whimper ... Mastermind ... sob) I'll be making an alt to play this build myself.  However, I'm going to have more than one alt to play, as you've probably seen from my build posts here in the forums, so it may take me a while to get them all to 50 and fully slotted up.  Still, it's about the JOURNEY, not the Destination, and all that jazz ...

 

As I'm still learning the game and quite poor, is there any recommendation you can make for slotting for common IOs? Just want to get a gist of what goes where before I'm rich :P

 

I'm of the opinion that you ought to be slotting everything with Common IOs starting at Level 12 ... just to get away from TOs (which are really worthless) and DOs that will "break" in 5 Levels and need to be replaced anyway.  You then have the option of completely reslotting everything for Level 20 Common IOs at Level 17 ... and then reslotting everything again with Level 25 Common IOs at Level 22.  Filling everything with Common IOs at Levels 12 and 22 are what I would consider to be "mandatory" with the Level 17 reslot being "optional" depending on your finances.  Once you get to Level 22, you don't need to reslot anything ever again on your way to Level 50, because the gain for doing so is simply so minimal.

 

Once you get to Level 24, you can start slotting in the Level 27 Sets if you've managed to secure a collection of what you need to either craft them and/or buy them.  Level 31 Sets will require you to get to Level 28 or pick up "attuned" versions of those Set IOs (or whatever the modifier is).

 

At Level 47, go ahead and reslot any remaining Common IOs for Level 50 Common IOs, and also pick up any "solo 50" Set IOs you need for the build.  You can also start slotting HOs into those powers that benefit more from having HOs than Common IOs.

 

Once you're Level 50, it's just a matter of filling everything out "just so" and enjoying your completed build.


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I've actually started to check around all the forums to find all the posts and builds you've made, because I think you do incredible work.

 

Made an Ice/Ice tank and a Mind/Time troller.

 

Apologies, I think my previous post wasn't communicated properly. I completely agree with the IOing -- honestly, because of how fast and efficient DFB is, I can get a character to 22 in an hour.

 

I suppose I just wanted to know what this build looks like with common IOs instead of sets.

 

For example, would you slot dual pistols with 1 acc, 5 damage? Would you slot 1 acc, 4 damage, 1 end redux?

 

Because sets cover multiple enhancements, I was having a hard time determining what I should slot where until I reach the point that I can fully build out the character.

 

As an example, I made up a NA/Dark defender with generic enhancements. Ignore the fact that they're SOs:

https://gyazo.com/724ce170814387422d5a4c54f0b2f925

 

I would obviously be doing IOs, but mostly want to get a gist of what should go where. I recognize you're super busy though and have a lot of builds you're working <3 soooo nbd :)

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If limited to Common IOs only and unable to obtain Sets, for 6 slot attack powers I'd go with:

1 Accuracy

1 Endurance Reduction

2-3 Damage

1-2 Recharge Reduction

 

So at Level 15-25, I'd be doing 1 Accuracy, 1 Endurance and 3 Damage, 1 Recharge.

At Level 50, I'd shift over to something more like 1 Accuracy, 1 Endurance, 2 Damage and 2 Recharge ... simply because of how ED "crimps" the amount of enhancement value you can get out of Common IOs at different Levels.

 

The main loss of sticking with only Common IOs is going to be the global recharge bonuses that can push Hasten and Chrono Shift towards being perma.


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Let me know what you think

 

It's actually "really hard" for me to look at other people's builds.  That's because I'm playing on a Mac, using Island Rum to get into Homecoming (finally logged in today ... woo, Level 2 already!), but in order for me to even look at a build, I need to dual boot to windoze in order to access Pine, and that's a HUGE hassle for me.  Despite how easy I make it look by posting all these builds in the forums (9 so far!), it's really an enormous pain to transfer the data across a reboot to switch OS, do the import, analyze everything, export any changes, copy onto a thumb drive so I can transfer between OSes on a single computer(!), reboot to switch OS again, copy the data out of the thumb drive and then finally come back over here to the forums and post something (anything) in reply.  It's one of those things where it can easily take 20-30 minutes just doing all of that once.

 

So yeah ... just because I make it LOOK easy, doesn't mean it actually IS easy for me to do this stuff.  I mean, yeah ... I can make it work, but it's really a big Rube Goldberg contraption that's way more cumbersome than I'd like in order to get anything done.

 

That said, I KNOW from past experience (since Issue 2) with City of Heroes that the more planning you do on the front end, the more time you'll save on the back end riding the wave up to Level 50 ... so there's that.  I just wanted all my ducks lined up in a row before I started shooting them.

 

Ye ken hoo i'tis (and all that).


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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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