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Archery/Time - Getting a little more melee def? And some questions


honoraryorange

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So I've frankensteined this build from a couple others posted here and modified it a bit. I've got softcapped Ranged/AOE without Incarnates, but I'm a little shy on melee so I'm looking for some info there.

 

I'll try to keep it short. I'm new to Archery, so I have some questions there, and I'm also a bit new to the Sniper changes.

 

1) Does anyone see an easy way to squeeze a little more melee defense in?

2) Do I still need to keep To Hit over 25 for instant snipe? If so, do I have my build setup correctly?

3) I see most builds take Snap Shot AND Aimed Shot. I'm brand new to Archery, so... why is that? I figure most fights are very AOE heavy so I took all over those to cycle through them on Trials and TFs and the like.

4) Explosive Arrow:  I don't see everyone putting knockback to knockdown in it. Why? I figure its nice to have yet another AOE that doesn't screw things over for the rest of the group.

5) Enhancement placement: I'm a bit new to corruptors as well, so I might not have placed the sets/procs in the ideal locations. Any advice?

 

Also I'm not set on Dark Mastery, so I'm happy to toss that aside for another set or other powers.

 

Thanks in advance!

 

Villain Plan by Mids' Villain Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Mutation Corruptor

Primary Power Set: Archery

Secondary Power Set: Time Manipulation

Power Pool: Speed

Power Pool: Fighting

Power Pool: Flight

Power Pool: Leadership

Ancillary Pool: Dark Mastery

 

Villain Profile:

Level 1: Aimed Shot

  • (A) Apocalypse - Damage
  • (5) Apocalypse - Damage/Recharge
  • (5) Apocalypse - Accuracy/Damage/Recharge
  • (15) Apocalypse - Accuracy/Recharge
  • (15) Apocalypse - Damage/Endurance

Level 1: Time Crawl

  • (A) Pacing of the Turtle - Chance of -Recharge

Level 2: Fistful of Arrows

  • (A) Ragnarok - Damage/Recharge
  • (11) Ragnarok - Accuracy/Damage/Recharge
  • (13) Ragnarok - Accuracy/Recharge
  • (42) Ragnarok - Damage/Endurance
  • (43) Ragnarok - Chance for Knockdown

Level 4: Temporal Mending

  • (A) Panacea - +Hit Points/Endurance

Level 6: Blazing Arrow

  • (A) Superior Scourging Blast - Accuracy/Damage
  • (7) Superior Scourging Blast - Damage/Endurance/RechargeTime
  • (7) Superior Scourging Blast - Accuracy/Damage/RechargeTime
  • (9) Superior Scourging Blast - Damage/RechargeTime
  • (9) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
  • (11) Superior Scourging Blast - RechargeTime/PBAoE +End

Level 8: Time's Juncture

  • (A) Endurance Reduction IO

Level 10: Temporal Selection

  • (A) Empty

Level 12: Hasten

  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO

Level 14: Boxing

  • (A) Empty

Level 16: Explosive Arrow

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (17) Superior Frozen Blast - Damage/Endurance
  • (17) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (40) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (42) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (50) Sudden Acceleration - Knockback to Knockdown

Level 18: Ranged Shot

  • (A) Executioner's Contract - Accuracy/Damage
  • (19) Executioner's Contract - Damage/Endurance
  • (19) Executioner's Contract - Damage/Interrupt
  • (21) Executioner's Contract - Damage/Range
  • (21) Executioner's Contract - Damage/Recharge
  • (33) Executioner's Contract - Disorient Bonus

Level 20: Super Speed

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

Level 22: Tough

  • (A) Gladiator's Armor - End/Resist
  • (23) Gladiator's Armor - Resistance
  • (23) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Steadfast Protection - Resistance/+Def 3%

Level 24: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Endurance/Recharge
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
  • (37) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
  • (50) Reactive Defenses - Scaling Resist Damage

Level 26: Hover

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (36) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense/Endurance

Level 28: Farsight

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

Level 30: Aim

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

Level 32: Rain of Arrows

  • (A) Superior Malice of the Corruptor - Accuracy/Damage
  • (33) Superior Malice of the Corruptor - Damage/Recharge
  • (33) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
  • (34) Superior Malice of the Corruptor - Damage/Endurance/Recharge
  • (34) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (40) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage

Level 35: Dark Consumption

  • (A) Endurance Modification IO

Level 38: Chrono Shift

  • (A) Numina's Convalesence - Endurance/Recharge
  • (39) Numina's Convalesence - Heal
  • (39) Numina's Convalesence - Heal/Recharge
  • (39) Numina's Convalesence - Heal/Endurance/Recharge
  • (46) Numina's Convalesence - +Regeneration/+Recovery

Level 41: Dark Embrace

  • (A) Unbreakable Guard - Resistance/Endurance
  • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (43) Unbreakable Guard - Resistance
  • (46) Unbreakable Guard - +Max HP

Level 44: Soul Drain

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

Level 47: Maneuvers

  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Endurance/Recharge
  • (48) Kismet - Accuracy +6%
  • (48) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Recharge Speed

Level 49: Slowed Response

  • (A) Achilles' Heel - Chance for Res Debuff

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Scourge

Level 1: Sprint

  • (A) Celerity - +Stealth

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Miracle - +Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Endurance Modification IO
  • (3) Performance Shifter - EndMod
  • (3) Performance Shifter - Chance for +End

 

 

 

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off my knowledge of /time corr:

 

use clarion radial epiphany.  activate farsight within the first 30 seconds (clarion's power decays after that).  or you can also use soul mastery instead of dark mastery for power build up.  same concept, but soul drain has a MUCH longer cooldown and will not be up 100% of the time.  so unless you REALLY value something else for incarnate slot, i dont see a good reason to do that.  either method should boost your defense about 10% if you have farsight diversity capped.  That said, you can get a lot more value out of farsight with only 3 slots instead of 5.  1 luck of the gambler (global recharge), and 2 membrane exposure hami-O (+to-hit, +defense, -recharge).  Incidentally this also puts your +to hit at 22% which is what you currently need for snipe to be instant (beta patch will make the instant part irrelevant but the 22 hit will still boost the damage of the snipe... whenever that goes live).  As a special note though, i think archery has innately higher accuracy because it is a weapon archetype so you may not need +22% to hit.

 

as far as archery goes...

 

hard to say why people would want snap shot.  as /time corrupter, you will have very high global recharge and may not need it in your final loadout.  try and see what works best.  i would say the same for explosive arrow... if you think the power functions better with knockdown then slot it in.

 

as for slotting...

 

i would recommend viewing https://forums.homecomingservers.com/index.php/topic,1697.0.html  as fire and archery are actually quite similar and the IO loadout can be reasonably swapped around to fit.  as far as epic power pool is concerned, and especially so for /time, its hard to imagine a reason to NOT use dark mastery.  perma soul drain is incredible.  i would probably only recommend Power mastery & soul mastery otherwise mostly for the Power Build up (if you are incredibly opposed to using clarion incarnate for whatever reason).

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Thanks for the advice so far!

 

I definitely like the idea of Clarion to help max out those defenses, plus it has the mez protection, so it is win/win.

 

That said, I'm a bit torn for Alpha on this build. It's very end heavy when spamming attacks + debuffs and the toggles. I'd normally go Agility, but I'm wondering if that bonus End Mod is enough or if I'll need to go Cardiac. (In a perfect world I'd go Musculature because I like to go boomboom and I think I already bring plenty of buffs/debuffs as is, but I think that's off the table given the end usage).

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That said, you can get a lot more value out of farsight with only 3 slots instead of 5.  1 luck of the gambler (global recharge), and 2 membrane exposure hami-O (+to-hit, +defense, -recharge).  Incidentally this also puts your +to hit at 22% which is what you currently need for snipe to be instant (beta patch will make the instant part irrelevant but the 22 hit will still boost the damage of the snipe... whenever that goes live).  As a special note though, i think archery has innately higher accuracy because it is a weapon archetype so you may not need +22% to hit.

 

Unfortunately it looks like the To Hit bonuses falls off pretty fast with ED. Even with four Membrane's in place it only brings To Hit to 96.6. Of course, zero Membrane's and one mob of Soul Drain are enough to get it to 97%, too.

 

I do wish there was an easier/better route to insta-Snipe though without depending on that every 30 seconds.

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That said, you can get a lot more value out of farsight with only 3 slots instead of 5.  1 luck of the gambler (global recharge), and 2 membrane exposure hami-O (+to-hit, +defense, -recharge).  Incidentally this also puts your +to hit at 22% which is what you currently need for snipe to be instant (beta patch will make the instant part irrelevant but the 22 hit will still boost the damage of the snipe... whenever that goes live).  As a special note though, i think archery has innately higher accuracy because it is a weapon archetype so you may not need +22% to hit.

 

Unfortunately it looks like the To Hit bonuses falls off pretty fast with ED. Even with four Membrane's in place it only brings To Hit to 96.6. Of course, zero Membrane's and one mob of Soul Drain are enough to get it to 97%, too.

 

I do wish there was an easier/better route to insta-Snipe though without depending on that every 30 seconds.

 

clarion radial epiphany also boosts the +to hit of farsight.  2 level 50 membranes with tier 4 clarion will give *exactly* +22% to hit.  it must be the tier 4 version though... tier 3 doesnt quite make the cut.  again though, for archery i think that would be less of a problem because you get an innate buff to hit stuff over non weapon archetypes (but i could be wrong about to-hit vs accuracy here).  another option is to slap in kismet somewhere until you can craft tier 4 clarion and/or run leadership tactics.

 

as for end usage... i was initially distraught with end use on fire/time as well (im sure its not too different).  but it gets better and better as the IO sets all come together.  a bunch of individual set bonuses that give minor end recovery or end reduction add up.  also you dont typically slot for end reduction in attack powers, but an IO set will typically have it in there.  finally i would say... dont forget that agility also improves end recovery bonus substantially which helps boost stamina passive as well as chronoshift and dark consumption.  all that said, running the extra fighting power pool toggles (tough & weave) makes end use even more painful which is why i dont particularly like it.

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Here's my archery/time build:

 

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It's got perma hasten and chrono shift along with soft capped ranged and s/l/e defense.  It's also got enough tohit from power boosted farsight to have instant snipe.  I went with ageless destiny for endurance so that I could take musculature alpha instead of cardiac.  I don't get mez'd often with all my defense so I didn't see the need for clarion, and power boost in soul mastery gives enough of a buff to farsight to push all my defenses to soft cap already.  I just carry a tray full of break frees for the rare occasion that a mez gets through my defenses.  Hope my build gives you some ideas.

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clarion radial epiphany also boosts the +to hit of farsight.  2 level 50 membranes with tier 4 clarion will give *exactly* +22% to hit.  it must be the tier 4 version though... tier 3 doesnt quite make the cut.  again though, for archery i think that would be less of a problem because you get an innate buff to hit stuff over non weapon archetypes (but i could be wrong about to-hit vs accuracy here).  another option is to slap in kismet somewhere until you can craft tier 4 clarion and/or run leadership tactics.

 

as for end usage... i was initially distraught with end use on fire/time as well (im sure its not too different).  but it gets better and better as the IO sets all come together.  a bunch of individual set bonuses that give minor end recovery or end reduction add up.  also you dont typically slot for end reduction in attack powers, but an IO set will typically have it in there.  finally i would say... dont forget that agility also improves end recovery bonus substantially which helps boost stamina passive as well as chronoshift and dark consumption.  all that said, running the extra fighting power pool toggles (tough & weave) makes end use even more painful which is why i dont particularly like it.

 

That was pretty much my experience last night. It's going much better now with Clarion!

 

I've already got him to 50+3, Alpha is Musculature, Destiny is Clarion (also T3) and it is perfect. Clarion+Far Sight (with no HOs actually) brings him to exactly 97% to hit. Showed me a bug that 97.0% does NOT like up your Snipe button, but you still get instant snipe :)

 

Between that and the extra End Mod from Musculature, and all the IO set bonuses and all, the End issue is less of a thing.

 

So capped defenses across the board (with a bunch of extra, just in case), Perma Hasten, Farsight and Soul Drain. It's pretty fun! Still a far cry from Blaster damage, but the tools you bring to a group, especially for AV killing and the like, are immense :)

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clarion radial epiphany also boosts the +to hit of farsight.  2 level 50 membranes with tier 4 clarion will give *exactly* +22% to hit.  it must be the tier 4 version though... tier 3 doesnt quite make the cut.  again though, for archery i think that would be less of a problem because you get an innate buff to hit stuff over non weapon archetypes (but i could be wrong about to-hit vs accuracy here).  another option is to slap in kismet somewhere until you can craft tier 4 clarion and/or run leadership tactics.

 

as for end usage... i was initially distraught with end use on fire/time as well (im sure its not too different).  but it gets better and better as the IO sets all come together.  a bunch of individual set bonuses that give minor end recovery or end reduction add up.  also you dont typically slot for end reduction in attack powers, but an IO set will typically have it in there.  finally i would say... dont forget that agility also improves end recovery bonus substantially which helps boost stamina passive as well as chronoshift and dark consumption.  all that said, running the extra fighting power pool toggles (tough & weave) makes end use even more painful which is why i dont particularly like it.

 

That was pretty much my experience last night. It's going much better now with Clarion!

 

I've already got him to 50+3, Alpha is Musculature, Destiny is Clarion (also T3) and it is perfect. Clarion+Far Sight (with no HOs actually) brings him to exactly 97% to hit. Showed me a bug that 97.0% does NOT like up your Snipe button, but you still get instant snipe :)

 

Between that and the extra End Mod from Musculature, and all the IO set bonuses and all, the End issue is less of a thing.

 

So capped defenses across the board (with a bunch of extra, just in case), Perma Hasten, Farsight and Soul Drain. It's pretty fun! Still a far cry from Blaster damage, but the tools you bring to a group, especially for AV killing and the like, are immense :)

 

forgot to mention -- im surprised you didnt slot out times juncture a little bit.  the archetype has no means to mitigate -defense debuffs aside from overcompensating.  hits WILL get through the 5% wall and if its a defense debuff then you are going to be in for a chain reaction of pain.  if you have a little buffer zone of extra defense and a good margin of -hit, you'll be OK with eating a few -defense debuffs.

 

i would say as far as damage goes... slowed response with achilles heel proc makes a HUGE difference.  also if you have an extra slot, gladiators -res proc in soul drain is fantastic.  finally, i would recommend dumping all the slots in AIM and just leave only the chance for build up in it.  if you dont slot recharge in it, the build up will proc 100% everytime.  if you do slot recharge, its random.  with chronoshift, hasten, and global recharge from sets, etc, aim should probably be around 30 seconds without slotting recharge directly anyways (which is the same cooldown as soul drain, how magical).  same concept with slowed response actually.  DONT slot recharge in it.

 

i dont know how archery compares... but as fire i can basically rotate between killing a pack with inferno and then a pack without inferno... so 2 packs every 30 seconds or so.

 

 

and then youll start to wonder why people would roll blasters.  ultimately i think the better question is whether or not a defender is better than corrupter... and to that end im not sure, but its probably not much of a difference.

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forgot to mention -- im surprised you didnt slot out times juncture a little bit.  the archetype has no means to mitigate -defense debuffs aside from overcompensating.  hits WILL get through the 5% wall and if its a defense debuff then you are going to be in for a chain reaction of pain.  if you have a little buffer zone of extra defense and a good margin of -hit, you'll be OK with eating a few -defense debuffs.

 

i would say as far as damage goes... slowed response with achilles heel proc makes a HUGE difference.  also if you have an extra slot, gladiators -res proc in soul drain is fantastic.  finally, i would recommend dumping all the slots in AIM and just leave only the chance for build up in it.  if you dont slot recharge in it, the build up will proc 100% everytime.  if you do slot recharge, its random.  with chronoshift, hasten, and global recharge from sets, etc, aim should probably be around 30 seconds without slotting recharge directly anyways (which is the same cooldown as soul drain, how magical).  same concept with slowed response actually.  DONT slot recharge in it.

 

i dont know how archery compares... but as fire i can basically rotate between killing a pack with inferno and then a pack without inferno... so 2 packs every 30 seconds or so.

 

 

and then youll start to wonder why people would roll blasters.  ultimately i think the better question is whether or not a defender is better than corrupter... and to that end im not sure, but its probably not much of a difference.

 

As for Time's Junction, I haven't seen the point much, thus far not much gets through the massively boosted defenses from Clarion (putting them well over 60% even without outside buffs), and the debuff gets boosted from Clarion as well.  Replacing it with an Enzyme is a great idea though.

 

Agree a bit on the Aim slotting, but the overall bonuses are extremely nice from that set.

 

So far it has been great to play. I'd like to be able to kill Elite Bosses a bit faster (and AVs are a total slog, even if they can't really do much), but in TFs and Trials the utility is pretty amazing while doing okay damage.

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