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Redlynne

Gravity/Time ... Propelling The Future, NOW™

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

 

dvdp_blackholes_small.gif

 

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

 

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

 

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

 

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

 

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


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Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Controller

Primary Power Set: Gravity Control

Secondary Power Set: Time Manipulation

Power Pool: Sorcery

Power Pool: Leadership

Power Pool: Speed

 

Hero Profile:

 

Level 1: Lift

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

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 2: Gravity Distortion

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

Level 4: Mystic Flight

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

Level 6: Propel

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

Level 8: Crushing Field

  • (A) Accuracy IO: Level 50

Level 10: Temporal Mending

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

Level 12: Time's Juncture

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

Level 14: Temporal Selection

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

Level 16: Distortion Field

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

Level 18: Gravity Distortion Field

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

Level 20: Time Stop

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

Level 22: Maneuvers

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

Level 24: Tactics

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

Level 26: Wormhole

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

Level 28: Farsight

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

Level 30: Hasten

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

Level 32: Singularity

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

Level 35: Slowed Response

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

Level 38: Chrono Shift

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

Level 41: Assault

  • (A) Endurance Reduction IO: Level 50

Level 44: Spirit Ward

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

Level 47: Vengeance

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

Level 49: Dimension Shift

  • (A) Endurance Reduction IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Containment

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Celerity - +Stealth: Level 15

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

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

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

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

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

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

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

Set Bonus Totals:

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

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

Set Bonuses:

Decimation

(Lift)

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

Devastation

(Gravity Distortion)

  •   12% (0.51 HP/sec) Regeneration

Lockdown

(Gravity Distortion)

  •   3% DamageBuff(All)

Blessing of the Zephyr

(Mystic Flight)

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

Decimation

(Propel)

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

Preventive Medicine

(Temporal Mending)

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

Dark Watcher's Despair

(Time's Juncture)

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

Basilisk's Gaze

(Distortion Field)

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

Basilisk's Gaze

(Gravity Distortion Field)

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

Lockdown

(Gravity Distortion Field)

  •   3% DamageBuff(All)

Will of the Controller

(Time Stop)

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

Red Fortune

(Maneuvers)

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

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Adjusted Targeting

(Tactics)

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

Overpowering Presence

(Wormhole)

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

Luck of the Gambler

(Farsight)

  •   7.5% Enhancement(RechargeTime)

Expedient Reinforcement

(Singularity)

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

Sovereign Right

(Singularity)

  •   10% Resistance(All)

Luck of the Gambler

(Vengeance)

  •   7.5% Enhancement(RechargeTime)

 

 

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According to Pine's, the Overwhelming Presence proc has a chance to spawn temporary Pets, which presumably attack your $Targets.


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I'd like to see something that is more of a leveling build than something showing all the endgame enhancements that cost a lot of Influence to get.  For an midgame example, here's my character's build at 21.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Temporal Anomaly: Level 21 Science Controller

Primary Power Set: Gravity Control

Secondary Power Set: Time Manipulation

Power Pool: Sorcery

 

Hero Profile:

Level 1: Lift -- Tmp-Acc/Dmg:24(A), Slv-Acc/Dmg:20(3), Slv-Dmg/EndRdx/Rchg:24(5), Dmg-I:20(11)

Level 1: Time Crawl -- Acc-I:15(A)

Level 2: Gravity Distortion -- Prl-Acc/Hold/Rchg:20(A), EssofCrr-Acc/Hold:24(3), EssofCrr-Acc/Rchg:24(5), EssofCrr-Acc/Hold/Rchg:24(11)

Level 4: Mystic Flight -- EndRdx-I:20(A)

Level 6: Propel -- Tmp-Acc/Dmg:20(A), Dmg(7), Slv-Acc/Dmg:24(7), Slv-Dmg/EndRdx/Rchg:24(9), FarStr-Dmg/Rng:24(9), FarStr-Dmg/Rchg:24(19)

Level 8: Crushing Field -- Acc-I:15(A), Acc-I:20(21)

Level 10: Temporal Mending -- Heal-I:20(A)

Level 12: Arcane Bolt -- Tmp-Acc/Dmg:22(A), Slv-Acc/Dmg:22(13), Slv-Dmg/EndRdx/Rchg:24(13), Dmg-I:20(15)

Level 14: Temporal Selection -- RechRdx-I:15(A)

Level 16: Gravity Distortion Field -- Acc-I:20(A), Acc-I:20(17), RechRdx-I:20(17)

Level 18: Distortion Field -- RechRdx-I:20(A), RechRdx-I:20(19)

Level 20: Time Stop -- EssofCrr-Acc/Rchg:20(A), EssofCrr-Acc/Hold/Rchg:20(21)

 

Level 1: Brawl -- Empty(A)

Level 1: Containment

Level 1: Sprint -- Empty(A)

Level 2: Rest -- RechRdx-I:10(A)

Level 4: Ninja Run

Level 2: Swift -- Flight-I:20(A)

Level 2: Health -- Heal-I:10(A)

Level 2: Hurdle -- Jump-I:10(A)

Level 2: Stamina -- EndMod-I:20(A), EndMod-I:20(15)

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

 

 

 

 

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

 

Still, whatever makes you comfy ...


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

One problem with this is that Wormhole doesn't cause aggro.  Sometimes I just want to rush through a mission, and I use a combination of flight, stealth, and Wormhole to avoid combat.  Having foes aggroed from the proc triggering isn't always a good thing.  Maybe put the Overpowering Presence proc in Crushing Field, instead?

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One problem with this is that Wormhole doesn't cause aggro.  Sometimes I just want to rush through a mission, and I use a combination of flight, stealth, and Wormhole to avoid combat.  Having foes aggroed from the proc triggering isn't always a good thing.  Maybe put the Overpowering Presence proc in Crushing Field, instead?

 

It's certainly a thought.  It would mean turning Wormhole into a 1-slot wonder of a power in order to transfer the enhancement slots over to Crushing Field, but it would almost mean that Crushing Field would be more usable in combat (shorter recharge, less endurance cost, etc.).  If anyone has put the Energy Font IO into Wormhole, can we get any confirmation/info about this interfering with the "non-alert" to affected $Targets aggro state?


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The proposed alternative build slotting Overwhelming Presence into Crushing Field rather than into Wormhole.  Interestingly enough, this turns Crushing Field into a Target AoE 1 minute duration Immobilize power ... with a recharge time of less than the animation time of Propel.  This then makes for a bizarre possibility of being able to "spam" a chain of Crushing Field/Propel on repeat (for as long as your Endurance holds out) to get as many proc chances for Energy Font in Overwhelming Presence as possible in as short a time frame as possible.

 

Pretty much everything else in the build remains unchanged from the previous iteration.

 

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Technology Controller

Primary Power Set: Gravity Control

Secondary Power Set: Time Manipulation

Power Pool: Sorcery

Power Pool: Leadership

Power Pool: Speed

 

Hero Profile:

 

Level 1: Lift

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

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 2: Gravity Distortion

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

Level 4: Mystic Flight

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

Level 6: Propel

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

Level 8: Crushing Field

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

Level 10: Temporal Mending

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

Level 12: Time's Juncture

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

Level 14: Temporal Selection

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

Level 16: Distortion Field

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

Level 18: Gravity Distortion Field

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

Level 20: Time Stop

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

Level 22: Maneuvers

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

Level 24: Tactics

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

Level 26: Wormhole

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

Level 28: Farsight

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

Level 30: Hasten

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

Level 32: Singularity

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

Level 35: Slowed Response

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

Level 38: Chrono Shift

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

Level 41: Assault

  • (A) Endurance Reduction IO: Level 50

Level 44: Spirit Ward

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

Level 47: Vengeance

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

Level 49: Dimension Shift

  • (A) Endurance Reduction IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Containment

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Celerity - +Stealth: Level 15

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

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

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

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

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

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

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

Set Bonus Totals:

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

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

Set Bonuses:

Decimation

(Lift)

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

Devastation

(Gravity Distortion)

  •   12% (0.51 HP/sec) Regeneration

Lockdown

(Gravity Distortion)

  •   3% DamageBuff(All)

Blessing of the Zephyr

(Mystic Flight)

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

Decimation

(Propel)

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

Overpowering Presence

(Crushing Field)

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

Preventive Medicine

(Temporal Mending)

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

Dark Watcher's Despair

(Time's Juncture)

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

Basilisk's Gaze

(Distortion Field)

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

Basilisk's Gaze

(Gravity Distortion Field)

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

Lockdown

(Gravity Distortion Field)

  •   3% DamageBuff(All)

Will of the Controller

(Time Stop)

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

Red Fortune

(Maneuvers)

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

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Adjusted Targeting

(Tactics)

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

Luck of the Gambler

(Farsight)

  •   7.5% Enhancement(RechargeTime)

Expedient Reinforcement

(Singularity)

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

Sovereign Right

(Singularity)

  •   10% Resistance(All)

Luck of the Gambler

(Vengeance)

  •   7.5% Enhancement(RechargeTime)

 

 

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

 


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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Alright, here is me being completely lost and forgetful, what is the Energy Font from Overwhelming Presence do?  Thanks

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Alright, here is me being completely lost and forgetful, what is the Energy Font from Overwhelming Presence do?  Thanks

 

According to what I've been able to glean from sources ... the Energy Font proc has a chance to spawn temp pets that will (presumably) attack whatever they procced onto and proceed to attack.  I'm assuming it works like a "poor man's Phantom Army" (kinda-sorta maybe?).  As for details, that's apparently missing from City of Data so I'll have to find out ... later ... if that assumption is correct.

 

Or someone who has been using it could post in here with their experience using the proc ...


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It works exactly how you described, I tried it because you mentioned in your build and it's amazing.

 

Overpowering Presence + t4 control hybrid that turns your immob into a gaunranteed fear basically makes your Crushing Field into a hold!

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tumblr_n90kdoOAhd1qdfs7xo4_250.gif  The-A-Team.jpg

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Tried it in the Beta on my fire/storm troller. Just to see, Fire Cages is ona 2.2 sec cooldown.  I got 4 of them out.  So I'm going to say it procs will in AoE Immobs. But I also did not notice a significant damage increase.

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I noticed sometimes the energy fonts spawned near me and required me to move in closer for them to attack.

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I noticed sometimes the energy fonts spawned near me and required me to move in closer for them to attack.

 

Mine all spawned at me and then rushed towards enemies.  But sometimes they would freak and go to a different one and then run away.

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Is Time Crawl the only ability that applies Delay? Do you guys play into this mechanic on your time trollers?

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At one point my crushing field had 3 energy font pets out.

 

WELLL NOW that is really good to know, namely that it can potentially multi-proc.


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

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One problem with this is that Wormhole doesn't cause aggro.  Sometimes I just want to rush through a mission, and I use a combination of flight, stealth, and Wormhole to avoid combat.  Having foes aggroed from the proc triggering isn't always a good thing.  Maybe put the Overpowering Presence proc in Crushing Field, instead?

 

Wormhole doesn't cause aggro any more?  You can just mass TP and stun foes?  Last time I was using it they all shot at me even before it triggered, interesting. . .

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Is Time Crawl the only ability that applies Delay? Do you guys play into this mechanic on your time trollers?

 

Yes, only Time Crawl applies Delay.

Use of it is less "needed" on a Controller, simply because lockdown mitigates the "need" for Time Crawl, but being able to put Time Crawl onto "hard" targets (like Elite Boss and up) would certainly be beneficial in a wide variety of situations and matchups.

 

Wormhole doesn't cause aggro any more?  You can just mass TP and stun foes?  Last time I was using it they all shot at me even before it triggered, interesting. . .

 

Correct.  On the Homecoming servers here Wormhole does not draw aggro.


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Time Crawl has been really handy for me fighting "hard" targets like Redlynne suggests. "Hello, Silver Mantis".


Reunion: Elegy, Junkyard Jester, Sandsturm, Dark Crystal, Newton, Eiszeit, Moonlit Knight, Sonic Seducer, Dreamstate, Star of Europe, King of Thorns, Fiur, etc.

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Level 32: Singularity

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

(33) Expedient Reinforcement - Damage/Endurance: Level 31

(33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31

(33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31

(34) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30

(34) Sovereign Right - Resistance Bonus: Level 25

 

A suggestion for an alternative slotting for Singularity, in place three Expedient Reinforcements, is two Peroxisomes (Damage/Mezz) and a Soulbound Allegiance (Damage).  That lets you max out both its Hold and its Damage.  You give up 6.25% recharge time, but between a Superior Will of the Controller set and a purple Stun set in Wormhole, I was still able to get 120% global recharge.  I've found anything that goes much past perma-Hasten usually brings something useful back up in time for when I need it. :) 

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Interesting alternative ....


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Time Crawl has been super handy to augment the other Time powers that affect enemies if I need that boost but I don't slot it and put just an Accuracy/Slow in there boosted to +5 and that has been enough. What is really handy is if they are in a Distortion Field then that becomes a hold, if I used Time Stop it increases the magnitude. Slowed Response? Bigger debuff. And I've noticed you can apply that out of order to get the boost. You don't need to lead with Time Crawl.

 

And of course it has that -regen components coupled with other debuffs once i get them all on a hard target I notice their HP drop much faster.

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