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In yo face and sit down clown?


Ankhammon

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Anyone tried Whirlwind on a Time/ character?

 

Seems like if you put in the Sudden Acceleration Kdown proc and combine it with FF proc on top of Time's many abilities that let you get in close, you would get a lot of added protection, recharge and joy.

 

I'm thinking maybe a Time/Water Fender might be in my near future.

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Just for fun, I ran a mids for Time/Water w/ Whirlwind.

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Time Elec Whirlwind: Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Water Blast
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Temporal Mending -- Prv-Heal/EndRdx(A), Prv-Heal(3)
Level 1: Aqua Bolt -- Thn-Acc/Dmg(A)
Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(3), DarWtcDsp-ToHitdeb/Rchg/EndRdx(5), DarWtcDsp-Slow%(5)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(9)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(9), Rct-ResDam%(11)
Level 10: Whirlpool -- TchofLadG-%Dam(A), AchHee-ResDeb%(11), ImpSwf-Dam%(13), PstBls-Dam%(13), JvlVll-Dam%(15), Bmbdmt-+FireDmg(15)
Level 12: Water Burst -- Bmbdmt-+FireDmg(A), PstBls-Dam%(17), PstBls-Acc/Dmg(17)
Level 14: Whirlwind -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(19), EndRdx-I(19)
Level 16: Tidal Forces -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(21)
Level 18: Farsight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(23), AdjTrg-ToHit/EndRdx(23), AdjTrg-ToHit(25), AdjTrg-ToHit/Rchg(25)
Level 20: Dehydrate -- TchofLadG-%Dam(A), TchoftheN-%Dam(27), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx(29), Thn-Acc/Dmg(29), ThfofEss-+End%(31)
Level 22: Time Crawl -- TmpRdn-Acc/EndRdx(A)
Level 24: Distortion Field -- Lck-%Hold(A), UnbCns-Dam%(31), GldNet-Dam%(31), GhsWdwEmb-Dam%(33), NrnSht-Dam%(33), NrnSht-EndRdx/Hold(33)
Level 26: Slowed Response -- ShlBrk-%Dam(A), TchofLadG-%Dam(34)
Level 28: Water Jet -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(34), SprDfnBst-Acc/Dmg/EndRdx(34), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Dmg/Rchg(36), Apc-Dam%(36)
Level 30: Time Stop -- Lck-%Hold(A), Lck-Acc/Hold(37), GhsWdwEmb-Dam%(37), GldNet-Dam%(37), NrnSht-Dam%(50)
Level 32: Chrono Shift -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), PreOptmz-EndMod/Rech(39), PreOptmz-EndMod/End(40), PreOptmz-EndMod/End/Rech(40)
Level 35: Oppressive Gloom -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(40), AbsAmz-Stun(42)
Level 38: Geyser -- FrcFdb-Rechg%(A), Bmbdmt-+FireDmg(42), Bmbdmt-Acc/Dam/Rech/End(42), Bmbdmt-Dam(43), Bmbdmt-Dam/Rech(43), Bmbdmt-Acc/Dam/Rech(43)
Level 41: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(46)
Level 44: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(46), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-Acc/Dmg/Rchg(50)
Level 47: Dark Consumption -- Erd-Dmg/Rchg(A), Erd-Acc/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-Acc/Dmg/Rchg(50)
Level 49: Soul Transfer -- Dsrnt-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Clarion Radial Epiphany
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 50: Musculature Core Paragon
------------

 

 

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Whirlwind tends to be not as good as Repel... which isn't very good either. This is especially true given you're playing Water, which already has plenty of Force Feedback opportunities that are a lot better.

 

The problem with these abilities is that the activation time and radius are simply too low to be any sort of meaningful defense while simultaneously requiring you stay in melee range when you have no particularly good reason to do so. Water has no melee-only abilities and Time only has one (Time's Juncture, which can be useful as a defensive measure for enemies that get too close but doesn't justify entering melee range in the first place).

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Yeah so, truth be told, not really worth it. I thought it'd be a fun way to add another layer of control on a MM early on and while the KD can be useful, it doesn't ever really seem to pan out well and apply the KD at a rate that's useful enough to accommodate the end cost it drains. The FF+Rech proc also pretty much never goes off as a toggle. As Hjarki said, you've got much better options in Water itself to take care of your character, and Time has more than enough utility to get you defensively squared away.

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