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Time/Dual Pistols/Soul ... Yet Another "No Escape" Build


Redlynne

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Well okay then.

Here's what happens when I take my Time/Dual Pistols/Dark "No Escape" Build and reconfigure it for Soul instead of Dark, so as to reach for Power Boost instead of Dark Consumption.  The result is a performance profile that more heavily emphasizes buffing/debuffing via Power Boost, which even without Force Feedback procs will be available every (30.7+1.32) 32.02 seconds yielding an almost 50% uptime.  Hasten is perma without Force Feedback procs.  Chrono Shift is almost but not quite perma without Force Feedback procs, but with Force Feedback slotted into Empty Clips AND Bullet Rain the chances of being able to proc Force Feedback 2-3 times every 90 seconds (in heavy combat) is … decent … which will make up the remaining difference needed to get Chrono Shift perma.  Also, compared to my earlier efforts, this build gets +87.5% global recharge from set bonuses, rather than +90%, which I know for some people may be something of a deal breaker (although it isn't for me, obviously).

 

Of course, level boosting those common 50 Recharge IOs to being more like 50+3 or 50+4 will resolve the perma problem without resorting to any procs from Force Feedback also.

 

One major change from the previous build(s) is the slotting for Health and Stamina so as to provide a better baseline of endurance recovery, in order to keep the endurance hungry powers fueled.  This means slotting the Panacea "proc" for increased max Endurance, which increases the rate of return from Performance Shifter, as well as Miracle and Numina's "procs" in Health … and of course a Performance Shifter in Stamina.  A significant factor in my thinking here is that if you need to recover green bar, cast Temporal Mending.

 

Also, for this specific posting of the build, I haven't gone through and done my usual reordering of the slots for level up (being pressed for time at the moment) and will be posting with the slot levels arranged by auto-sort.  If you want to reassign which slots get assigned at what level … have at it.

 

Slotting for Chrono Shift and Tactics were pared back in order to provide slots to Executioner's Shot, which "inherits" a full six slots for the Decimation set for a more predictable Build Up proc chance than relying on a Gaussian's proc in Tactics.  Note, if you want a Gaussian's proc in Tactics, you can still do it without significantly disrupting the overall balance of the build design.

 

Switching from Dark to Soul means that Soul Drain recharges half as fast, so it will only be available once per minute with Soul instead of twice per minute with Dark, so you can't use (Dark) Soul Drain before every Hail of Bullets … but in exchange you'll get to use Soul Drain "every other" time you use Hail of Bullets, and with Power Boost on Farsight you'll functionally be softcapped on Defense (44.1 Melee, 49.1 Ranged, 47.8 AoE) before adding in the Defense bonus of Hail of Bullets, which when augmented by Power Boost will get you over the 59% Defense softcap vs all positions (59.1 Melee, 64.1 Ranged, 62.8 AoE) while Hail of Bullets is animating, yielding relative safety when pulling this stunt in Incarnate Trials.

 

Also note that all of the above performance points are BEFORE including Incarnate slotting, so everything I've just mentioned is Level 50 throughput, rather than Level 50+ benchmarking.  However, even without Incarnate slotting, this build is well on its way towards being a thorough "bullet time gun fu" build that does more to leverage its buffing/debuffing capacity and lets the damage production take care of itself.  And that's before adding in "double power boosting" via slotting a Clarion Radial …

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Pine's Hero Designer v2.21 (via WINE on a Mac)

 

Click this DataLink to open the build!

 

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Level 50 Natural Defender

Primary Power Set: Time Manipulation

Secondary Power Set: Dual Pistols

Power Pool: Flight

Power Pool: Speed

Power Pool: Leadership

Ancillary Pool: Soul Mastery

 

Hero Profile:

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 1: Pistols

  • (A) Vigilant Assault - Accuracy/Damage: Level 27
  • (3) Vigilant Assault - Damage/RechargeTime: Level 27
  • (3) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27
  • (5) Vigilant Assault - Accuracy/Damage/Endurance: Level 27
  • (5) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27
  • (7) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27

Level 2: Dual Wield

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

Level 4: Empty Clips

  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (17) HamiO: Centriole Exposure (+2 Dam/Range)
  • (17) Detonation - Damage/Endurance/Range: Level 50
  • (19) Tempered Readiness - Accuracy/Endurance: Level 50
  • (19) Pacing of the Turtle - Accuracy/Endurance: Level 50
  • (21) Force Feedback - Chance for +Recharge: Level 21

Level 6: Hover

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

Level 8: Temporal Mending

  • (A) Preventive Medicine - Heal: Level 27
  • (21) Preventive Medicine - Heal/Endurance: Level 27
  • (23) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (23) Preventive Medicine - Heal/RechargeTime: Level 27
  • (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
  • (25) 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
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
  • (29) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
  • (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
  • (31) Pacing of the Turtle - Chance of -Recharge: Level 20

Level 14: Temporal Selection

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

Level 16: Bullet Rain

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (31) Positron's Blast - Damage/Endurance: Level 27
  • (31) Positron's Blast - Damage/Recharge: Level 27
  • (33) Positron's Blast - Damage/Range: Level 27
  • (33) Positron's Blast - Accuracy/Damage/Endurance: Level 27
  • (33) Force Feedback - Chance for +Recharge: Level 21

Level 18: Distortion Field

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

Level 20: Suppressive Fire

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

Level 22: Time Stop

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

Level 24: Farsight

  • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/To Hit)
  • (37) HamiO: Cytoskeleton Exposure (+2 Def/End/To Hit)
  • (39) Luck of the Gambler - Recharge Speed: Level 25

Level 26: Slowed Response

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

Level 28: Executioner's Shot

  • (A) Decimation - Accuracy/Damage: Level 27
  • (39) Decimation - Damage/Endurance: Level 27
  • (40) Decimation - Damage/Recharge: Level 27
  • (40) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (40) Decimation - Accuracy/Damage/Recharge: Level 27
  • (42) Decimation - Chance of Build Up: Level 25

Level 30: Hasten

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

Level 32: Chrono Shift

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

Level 35: Piercing Rounds

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (43) Positron's Blast - Damage/Endurance: Level 27
  • (43) Positron's Blast - Damage/Recharge: Level 27
  • (43) Positron's Blast - Damage/Range: Level 27
  • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 27
  • (50) Annihilation - Chance for Res Debuff: Level 20

Level 38: Hail of Bullets

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

Level 41: Soul Drain

  • (A) Obliteration - Damage: Level 31
  • (46) Obliteration - Accuracy/Recharge: Level 31
  • (48) Obliteration - Damage/Recharge: Level 31
  • (48) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
  • (50) Avalanche - Recharge/Chance for Knockdown: Level 50

Level 44: Power Boost

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

Level 47: Maneuvers

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

Level 49: Tactics

  • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/To Hit)

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) Panacea - +Hit Points/Endurance: Level 10
  • (13) Miracle - +Recovery: Level 20
  • (13) Numina's Convalesence - +Regeneration/+Recovery: Level 30

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (15) Performance Shifter - EndMod: Level 27
  • (15) Performance Shifter - Chance for +End: Level 21

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:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 1.88% Defense(Fire)
  • 1.88% Defense(Cold)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 5% Defense(Ranged)
  • 3.75% Defense(AoE)
  • 4.05% Max End
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 6% Enhancement(Heal)
  • 47% Enhancement(Accuracy)
  • 7.5% Enhancement(Range)
  • 87.5% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 61.04 HP (6%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • MezResist(Confused) 37.5%
  • MezResist(Held) 37.5%
  • MezResist(Immobilized) 37.5%
  • MezResist(Sleep) 37.5%
  • MezResist(Stunned) 37.5%
  • MezResist(Terrorized) 37.5%
  • 9.5% (0.16 End/sec) Recovery
  • 6.75% Resistance(Smashing)
  • 6.75% Resistance(Lethal)
  • 7.5% Resistance(Fire)
  • 7.5% Resistance(Cold)
  • 1.5% Resistance(Energy)
  • 1.5% Resistance(Negative)
  • 6.75% Resistance(Toxic)
  • 6.75% Resistance(Psionic)
  • 7.5% SpeedRunning

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

Set Bonuses:

Vigilant Assault

(Pistols)

  •   1.8% Max End
  •   6.25% Enhancement(RechargeTime)
  •   11% Enhancement(Accuracy)
  •   3% DamageBuff(All)
  •   3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)

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)

Luck of the Gambler

(Hover)

  •   7.5% 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)

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)

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)

Decimation

(Executioner's Shot)

  •   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)
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

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)

Obliteration

(Hail of Bullets)

  •   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)

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Performance Shifter

(Stamina)

  •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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In all honesty, how do you like it?

 

Personally my build is very different (damage focused), but a haven't checked the numbers. I should do a long form breakdown like how you provide and do a comparison.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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In all honesty, how do you like it?

 

Well, considering that I haven't PLAYED it ... it's a little hard to say ...

 

 

 

Personally my build is very different (damage focused), but a haven't checked the numbers.

 

Which is only to be expected.  If I were more invested in damage dealing out of this build, I'd want to swap Tactics @ 49 for Assault instead, for an extra +10% Damage throughput out of the entire team.

 

Actually, having said that, given how LATE I put Tactics into the build (mainly due to power picks pressures), Tactics is very nearly completely superfluous, since any Exemplar Level that has access to Tactics @ 49 also has access to Power Boosted Farsight, which makes the contribution from Tactics pretty much meaningless.  So there's that ...

 

Another thought that occurred to me while I was stuck at my Day Job today was the notion of swapping out the Leadership Pool entirely for Stealth and Grant Invisibility for use as Luck of the Gambler mules which would actually see some use.  This would see the global recharge from set bonuses increase from +87.5% to +95% in total, which depending on your hunger for recharge might be worth the effort.  Additionally, this would then make available the combination of Stealth (power) plus Stealth (IO in Sprint) so as to be able to "ghost" through missions when desired.  Just a thought.

 

 

 

I should do a long form breakdown like how you provide and do a comparison.

 

Personally, I'm of the opinion that everyone should provide an accounting of the "highlights" of their builds so as to give people something to look into and become interested in either doing, copying or experimenting with in their own builds.  That's how discoveries get made and add to the Tribal Knowledge™ of particular combinations of powers, slots, enhancements, tactics and engagement strategies (in other words, The Whole Package™).  You aren't necessarily going to get that out of a build post that's JUST the build alone.

 

So that's why I do what I do when posting builds.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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I also ditched Leadership for Stealth. Utility of ghosting missions, LotG mules, and the Power Boosted Grant Invisibility is like granting a 2 minute Weave to my teammates.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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Okay … so just in case anyone needed it … here's the build that swaps out the Leadership for Concealment Pool with the Level 47 and 49 power picks.  Everything else remains unchanged, aside from the slotting in those two powers.  As advertised, the overall global recharge bonus from sets increases to +95% in this build.

 

 

 

YDUZ3yJ.gif

 

 

 

Hero Plan by Mids' Hero Designer v2.21 (via WINE on a Mac)

 

Click this DataLink to open the build!

 

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Level 50 Natural Defender

Primary Power Set: Time Manipulation

Secondary Power Set: Dual Pistols

Power Pool: Flight

Power Pool: Speed

Power Pool: Concealment

Ancillary Pool: Soul Mastery

 

Hero Profile:

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 1: Pistols

  • (A) Vigilant Assault - Accuracy/Damage: Level 27
  • (3) Vigilant Assault - Damage/RechargeTime: Level 27
  • (3) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27
  • (5) Vigilant Assault - Accuracy/Damage/Endurance: Level 27
  • (5) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27
  • (7) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27

Level 2: Dual Wield

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

Level 4: Empty Clips

  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (17) HamiO: Centriole Exposure (+2 Dam/Range)
  • (17) Detonation - Damage/Endurance/Range: Level 50
  • (19) Tempered Readiness - Accuracy/Endurance: Level 50
  • (19) Pacing of the Turtle - Accuracy/Endurance: Level 50
  • (21) Force Feedback - Chance for +Recharge: Level 21

Level 6: Hover

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

Level 8: Temporal Mending

  • (A) Preventive Medicine - Heal: Level 27
  • (21) Preventive Medicine - Heal/Endurance: Level 27
  • (23) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (23) Preventive Medicine - Heal/RechargeTime: Level 27
  • (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
  • (25) 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
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
  • (29) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
  • (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
  • (31) Pacing of the Turtle - Chance of -Recharge: Level 20

Level 14: Temporal Selection

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

Level 16: Bullet Rain

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (31) Positron's Blast - Damage/Endurance: Level 27
  • (31) Positron's Blast - Damage/Recharge: Level 27
  • (33) Positron's Blast - Damage/Range: Level 27
  • (33) Positron's Blast - Accuracy/Damage/Endurance: Level 27
  • (33) Force Feedback - Chance for +Recharge: Level 21

Level 18: Distortion Field

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

Level 20: Suppressive Fire

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

Level 22: Time Stop

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

Level 24: Farsight

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

Level 26: Slowed Response

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

Level 28: Executioner's Shot

  • (A) Decimation - Accuracy/Damage: Level 27
  • (39) Decimation - Damage/Endurance: Level 27
  • (40) Decimation - Damage/Recharge: Level 27
  • (40) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (40) Decimation - Accuracy/Damage/Recharge: Level 27
  • (42) Decimation - Chance of Build Up: Level 25

Level 30: Hasten

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

Level 32: Chrono Shift

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

Level 35: Piercing Rounds

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (43) Positron's Blast - Damage/Endurance: Level 27
  • (43) Positron's Blast - Damage/Recharge: Level 27
  • (43) Positron's Blast - Damage/Range: Level 27
  • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 27
  • (50) Annihilation - Chance for Res Debuff: Level 20

Level 38: Hail of Bullets

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

Level 41: Soul Drain

  • (A) Obliteration - Damage: Level 31
  • (46) Obliteration - Accuracy/Recharge: Level 31
  • (48) Obliteration - Damage/Recharge: Level 31
  • (48) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
  • (50) Avalanche - Recharge/Chance for Knockdown: Level 50

Level 44: Power Boost

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

Level 47: Stealth

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

Level 49: Grant Invisibility

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

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) Panacea - +Hit Points/Endurance: Level 10
  • (13) Miracle - +Recovery: Level 20
  • (13) Numina's Convalesence - +Regeneration/+Recovery: Level 30

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (15) Performance Shifter - EndMod: Level 27
  • (15) Performance Shifter - Chance for +End: Level 21

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:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 1.88% Defense(Fire)
  • 1.88% Defense(Cold)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 5% Defense(Ranged)
  • 3.75% Defense(AoE)
  • 4.05% Max End
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 6% Enhancement(Heal)
  • 47% Enhancement(Accuracy)
  • 7.5% Enhancement(Range)
  • 95% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 61.04 HP (6%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • MezResist(Confused) 37.5%
  • MezResist(Held) 37.5%
  • MezResist(Immobilized) 37.5%
  • MezResist(Sleep) 37.5%
  • MezResist(Stunned) 37.5%
  • MezResist(Terrorized) 37.5%
  • 9.5% (0.16 End/sec) Recovery
  • 6.75% Resistance(Smashing)
  • 6.75% Resistance(Lethal)
  • 7.5% Resistance(Fire)
  • 7.5% Resistance(Cold)
  • 1.5% Resistance(Energy)
  • 1.5% Resistance(Negative)
  • 6.75% Resistance(Toxic)
  • 6.75% Resistance(Psionic)
  • 7.5% SpeedRunning

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

Set Bonuses:

Vigilant Assault

(Pistols)

  •   1.8% Max End
  •   6.25% Enhancement(RechargeTime)
  •   11% Enhancement(Accuracy)
  •   3% DamageBuff(All)
  •   3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)

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)

Luck of the Gambler

(Hover)

  •   7.5% 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)

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)

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)

Decimation

(Executioner's Shot)

  •   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)
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

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)

Obliteration

(Hail of Bullets)

  •   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)

Luck of the Gambler

(Stealth)

  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Grant Invisibility)

  •   7.5% Enhancement(RechargeTime)

Performance Shifter

(Stamina)

  •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Also, now that I have a little more time to post ... I wanted to point out some additional interesting interactions courtesy of proc choices in this build.

 

The first one that I want to note is the choice to put the Avalanche proc (for Knockdown) into Soul Drain.

My motivation here is that Soul Drain has a "moderately long" animation time of 4.356 seconds.  Being able to soft control (via Knockdown) during that drain animation would seem to be to be of useful value, especially if it keeps $Targets from not only "wandering off" while the animation is running, but also as a means of preventing them from attacking.  Since the radius of effect on Soul Drain out of Soul Mastery is only 10 feet, being "locked" in melee(ish) and unable to move or abort to other actions makes use of Soul Drain potentially problematic from a tactical standpoint.  The Avalanche proc ought to help mitigate that problem, especially since the Proc Per Minute rate on a power with a long recharge time like Soul Drain would synergistically result in Avalanche tending to proc somewhat reliably (I'm thinking).  This then yields a sort of hybrid-ish performance similar to mixing a Warshade Mire with a Martial Arts Dragon Tail due to the "slurp" plus knockdown factor.

 

Another thing I want to point out is that in both of these builds, I've managed to "deconflict" the Achilles' Heel proc for Resistance debuffing.

Specifically, Slowed Response has the only Achilles' Heel proc ... and even though the power is an AoE, it's also a "slow enough" recharge power to raise the Proc Per Minute chance to a "respectable" amount, particularly since the Achilles' Heel proc has a duration of 20 seconds on the debuff effect.  At the same time, Piercing Rounds (which natively debuffs Resistance when using Standard Ammo) has the Annihilation proc slotted into it.  Since the Achilles' Heel and Annihilation procs come from different sets, I'm hoping (because this isn't tested yet) that the two Resistance debuff procs could potentially stack with each other (and with Piercing Rounds in standard ammo mode) yielding an up to -60% Resistance debuff combination "when the stars align" for that to happen.  Considering that Slowed Response can be made perma with Hasten plus Chrono Shift, even without Force Feedback procs bolstering recharge buffing, the odds of this scenario of stacking Resistance debuffing from power and procs is not as farfetched as it might at first appear.

 

Vigilant Assault and Defender's Bastion (and their procs) are slotted into Pistols and Dual Wield simply because those powers are going to be getting used A LOT ... especially when Exemplared.  Being able to proc PBAoE Absorb and PBAoE Minor Heal effects when using such "bread 'n' butter" powers as Pistols and Dual Wield, so as to mitigate incoming damage while producing "outbound" damage seems to make for a decent return on investment into these powers.

 

And it goes without saying that I'm expecting the Force Feedback procs (plural!) slotted into Empty Clips and Bullet Rain to pay some serious investment dividends in terms of "accelerating" the entire build beyond what you'd expect to see courtesy of a spreadsheet analysis like what Pine's can provide us.  Of course, with that increase in recharge comes a commensurate increase in the burn rate of endurance via use of faster recharging powers.  A significant portion of my reasoning for that assertion is the specific slotting for Empty Clips that builds for Range enhancement in order to increase the Cone radius/reach out to ~64.5 feet (which is way better than a mere 40!).

 

As previously mentioned, but I wanted to note it again ... fitting a full Decimation set into Executioner's Shot just feels ... RIGHT ... and not just because of the 5-slot recharge bonus.  I prefer to think of the Build Up proc delivering a "things just got worse, FOR YOU!" style coup de gras courtesy of Executioner's Shot, making use of Executioner's Shot potentially (pray to RNGesus!) the "gift that keeps on giving" in terms of damage production.

 

 

 

Anyway, that's enough for right this instant.  I'm sure I'll think of more stuff to say later.  ^_~

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Excellent write up. I have 2 questions I hope you can clear up for me.

 

First, when did Soul Drain get an animation time of 4+ seconds? When I look up the cast time in city of data, the cast time is less than 3 seconds (and my game play doesn't feel like 4 seconds passes). Did they nerfed it?

 

Second, how exactly does multiple Achilles Proc work? Is the problem simply they don't stack? If a target is already effected by the Achilles proc (or annihilation proc), and a 2nd application is rolled and misses, does it remove it? If the roll hits, does it refresh it, or not count? Lots of questions on this, as I simply was not aware.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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Why go soul mastery when you can go dark mastery (perma souldrain) and use radial clarion to enhance your buffs?

 

He has another thread that originally used Dark. This is a variation of that build, using Soul. Not to mention, you lose Incarnates when below level 45 (iirc), this build could keep power boost as low as level 36.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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Why go soul mastery when you can go dark mastery (perma souldrain) and use radial clarion to enhance your buffs?

 

Clarion and Power Boost stack, and it shoots Farsight into the stratosphere.

 

Something of note, on my time/fire defender, it appears that that Achilles heel proc in slowed response hits everything (as long as slowed response itself hits that is), and it procs on every cast due to the recharge time being high enough for its 3.5 PPM. However, I thought procs in AoEs only hit one target when it rolls, or am I just confusing this with rain powers? If they proc on everything then fireball needs an upgrade...

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Clarion and Power Boost stack, and it shoots Farsight into the stratosphere.

 

Something of note, on my time/fire defender, it appears that that Achilles heel proc in slowed response hits everything (as long as slowed response itself hits that is), and it procs on every cast due to the recharge time being high enough for its 3.5 PPM. However, I thought procs in AoEs only hit one target when it rolls, or am I just confusing this with rain powers? If they proc on everything then fireball needs an upgrade...

 

In AoE, the probability to proc on one (each) target is less than it would be in an equivalent single target attack, but each target has a chance to proc.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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First, when did Soul Drain get an animation time of 4+ seconds? When I look up the cast time in city of data, the cast time is less than 3 seconds (and my game play doesn't feel like 4 seconds passes). Did they nerfed it?

 

City of Data: Soul Drain (Corruptor version, the Defender stats were not captured by the wayback machine)

 

Huh.  I was going by the cast time info in Pine's for the power, which might be an erroneous value entered into the database.  The Corruptor version of the power lists a 2.37 cast time, which if so makes the Knockdown that much more useful, since my presumption is that you'd want to be doing (optional Power Boosted?) Soul Drain > Hail of Bullets whenever possible, so as to be able to start the Hail of Bullets animation while $Targets are stilled knocked down.

 

Second, how exactly does multiple Achilles Proc work? Is the problem simply they don't stack? If a target is already effected by the Achilles proc (or annihilation proc), and a 2nd application is rolled and misses, does it remove it? If the roll hits, does it refresh it, or not count? Lots of questions on this, as I simply was not aware.

 

Game mechanically speaking, the Achilles' Heel proc functions via a Grant Power effect, causing the $Target to (involuntarily) cast the Resistance debuff onto themselves.  That way, it's not your PC "casting" the effect, it's the $Target affected casting the effect ... and the effect is coded with a effect does not stack from same caster into it which prevents multiple castings of the proc from stacking onto the $Target.  So you can have ONE proc of Achilles' Heel active at a time on a $Target, but you can never have TWO procs active simultaneously.  Now, whether that means a "proc lockout" while the debuff is active, preventing additional procs from overwriting (to reset the duration of the debuff) ... or whether additional procs simply overwrite and therefore extend the duration is something that I'm not aware of having been tested ... but at the very minimum you can't "stack" more than one Achilles' Heel debuff onto a $Target.

 

This means that if you had an entire LEAGUE of 50 attackers simultaneously use an attack with an Achilles' Heel proc in that attack power, and ALL 50 of those Achilles' Heel debuffs were to proc ... the $Target would only have a single Resistance debuff appear on them, and the rest would be wasted.  So there's that factor ...

 

Not sure what you're getting at with the "rolled and misses, does it remove it?" angle.  The attack itself either hits or misses, and if it hits then the Achilles' Heel proc has a chance to affect the $Target.  If the $Target is to be affected because the proc was successful, then it becomes a question of whether or not the debuff is already on the $Target (see effect does not stack from same caster for why this is important).  Bare minimum, a second proc onto a $Target isn't going to DELETE the debuff.  At worst, it would be wasted (lockout condition), while at best it would simply "overwrite" the previous proc and simply "refresh" the duration so that the Stack Of One™ simply lasts longer but doesn't get any "deeper" in terms of multiple debuffs (if that makes sense).

 

Now I'm ASSUMING here that the Achilles' Heel proc and the Avalanche proc use "different ID code" debuffs ... which will have exactly the same performance/throughput ... but since they're "different procs" they can be stacked with each other (just not with themselves).  So you can have an Achilles' Heel AND Avalanche proc on the same $Target at the same time, but you CAN'T HAVE a situation of Achilles' Heel (x2) and/or Avalanche (x2) going on, due to how the debuffs are "self cast" onto the respective $Target AND those debuff effects having effect does not stack from same caster coded into those debuff effects.  That's what I mean by deconfliction of the respective Resistance debuff procs.

 

In other words, stop thinking like a "human" and start thinking like a Game Master "computer" with respect to how these things work and mix together.

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Something of note, on my time/fire defender, it appears that that Achilles heel proc in slowed response hits everything (as long as slowed response itself hits that is), and it procs on every cast due to the recharge time being high enough for its 3.5 PPM. However, I thought procs in AoEs only hit one target when it rolls, or am I just confusing this with rain powers? If they proc on everything then fireball needs an upgrade...

 

In AoE, the probability to proc on one (each) target is less than it would be in an equivalent single target attack, but each target has a chance to proc.

 

60 / 3.5 = 17.14

 

If the recharge time on a power with a 3.5 PPM proc in it exceeds 17.14 seconds ... then mathematically speaking the proc chance exceeds 100%, making proc performance "reliable" (as far as that goes).

 

Additionally, I'm kind of wondering if the reduced chance to proc on AoEs is something that only impacts AoEs that do damage ... meaning that AoEs that do no damage do not have their proc chances divided up by the number of $Targets being affected by the AoE.  This would then result in a power like Slowed Response having an extremely reliable proc chance of over 100% on every $Target caught within the AoE, with respect to the Achilles' Heel proc.  Likewise, the reduced chance to proc per $Target may be something which is only coded onto procs that do damage(?), which would then exclude Achilles' Heel once again (since it debuffs Resistance, not Health).

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I know Bopper is more into the numbers than I am, but in terms PPM, I'm guessing the equation can "work" in the opposite direction as well, up to the presumed proc chance of 95% (if that is actually a thing). Anyway for slowed response, the MRT on my character is 77 seconds. Since the Achilles proc is 100% at 17.14 like you point out, then perhaps the chance to go off is 77/17.4*100=449%? It's an AoE and whatever that factor is, I'm guessing at the end of the day, this simply winds up clamping to that 95% chance for every target hit by slowed response.

 

Again, not sure how this actually all plays out behind the scenes, but in gameplay, pretty much everything hit by slowed response also gets the proc applied.

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A lot has changed with Procs with i24. There are no longer 100% chance procs (caps at either 90% or 95%, unconfirmed which) and proc probabilities now work of the Modified Recharge Time (MRT) as opposed to base recharge time. The MRT is the recharge time calculated when including recharge enhancements and Alpha incarnates (global boosts like Hasten, Chrono Shift, etc do not count towards MRT). That being said, if you want to improve your proc odds, limit the amount of recharge you put into a power.

 

As for AoE proc probabilities, I do not think it uses different formulas based on whether or not the power does damage (however I have not tested it, so it's worth checking out). I can tell you the number of targets it hits (or could hit) does not change the numbers. Only the size of the AoE.

 

The formula to use (I believe) is:

 

Prob = PPM x (MRT + CastTime) / (60xAreaFactor)

 

MRT = BaseRecharge/(1 + EnhancedRecharge/100)

AreaFactor = 1 + Radius x (11 x Arc + 540) / 40,000

 

Let's say you have a power with a base 20 second recharge, 2 second Cast Time, 90% recharge enhancement, radius of 15 feet and the area effect is non-cone (360 degree arc), a 3.5 PPM proc probability for each target it hits can be calculated as:

 

Prob = 3.5 x (20/1.90 + 2) / (60x(1 + 15x (360+540)/40000)) = 27.19%

 

 

Thanks for the proc stacking explanation, that is extremely helpful.


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I know Bopper is more into the numbers than I am, but in terms PPM, I'm guessing the equation can "work" in the opposite direction as well, up to the presumed proc chance of 95% (if that is actually a thing). Anyway for slowed response, the MRT on my character is 77 seconds. Since the Achilles proc is 100% at 17.14 like you point out, then perhaps the chance to go off is 77/17.4*100=449%? It's an AoE and whatever that factor is, I'm guessing at the end of the day, this simply winds up clamping to that 95% chance for every target hit by slowed response.

 

Again, not sure how this actually all plays out behind the scenes, but in gameplay, pretty much everything hit by slowed response also gets the proc applied.

 

For slowed response, the base recharge is 90s, cast is 2.27s, radius is 25, arc is 360. The PPM of Achilles is 3.

 

With no recharge, the probability to proc would be 121% (so each target capped to 90-95%. Since we are so well above the cap, we can actually add more recharge without losing capped proc probability?

 

In fact, 35.6% recharge enhancement would still get you a 90.0% chance to proc (MRT = 66.4s). A 28.2% recharge enhancement would still get you 95.0% (MRT = 70.2s). So depending on what the cap is, now you know how much recharge you can add into Slowed Response.


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Thanks for that. So in my case I just have it 2 slotted, one with the proc and the other is the def debuff/recharge from the set (for the 1.5% global damage bonus). Based on the math, that would pretty much indicate the whatever the maximum proc chance is for each target, I'm hitting it.

 

Also in my build, I'm running 115% global recharge, then adding hasten+chrono. This gets slowed response down to about 26 seconds recharge, so this still has good uptime in the power (the proc I think is 10 seconds worth of 20% -res and the power itself is 30 seconds of -30% res, sans the delayed effect).

 

Also in game, the tooltip on the proc is 3.5 PPM.

 

Anyway, I don't want to hijack the thread, but for any Time/ build, the achilles proc in slowed response is REALLY good.

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Wow, that's a lot of global recharge. I'd love to see the build.

 

I could have sworn I read the Achilles was 3 PPM and the Annihilation (TgtAoE) was 3.5 PPM. If that's the case, fantastic.


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At the same time, Piercing Rounds (which natively debuffs Resistance when using Standard Ammo) has the Annihilation proc slotted into it.  Since the Achilles' Heel and Annihilation procs come from different sets, I'm hoping (because this isn't tested yet) that the two Resistance debuff procs could potentially stack with each other (and with Piercing Rounds in standard ammo mode) yielding an up to -60% Resistance debuff combination "when the stars align" for that to happen. 

 

The Scrapper forums confirmed Achilles' Heel and Annihilation functioning as separate sources in the Pylon thread, I believe, by using the aura in /Radiation that accepts both.  Another -20% proc can fit into Hail of Bullets too.  I'm assuming it works with Annihilation and Achilles', but I don't currently own it. 

 

So in summary, Dual Pistols can slot 3 sources of -20% on top of what you get in Piercing Rounds with standard ammo.  Using Piercing Rounds and Achilles' Heel elsewhere gives you a lot of uptime on at least -40% with some spikes of high debuffing.

 

Edit: Removed a lot of stuff that was more a response about procs generally.  It was probably too much for this thread and the response. 

 

 

 

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Edit: Removed a lot of stuff that was more a response about procs generally.  It was probably too much for this thread and the response.

 

It was good info, I don't think the proc info took away from the discussion. Dual Pistols is a neat set with its swap ammo that opens up so many proc options: Slow, defense debuff, knockback.


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For testing purposes, you should be able to slot Touch of Lady Grey into Slowed Response. Unlike the -resist procs, you'll get a visual indicator whenever it procs and it should demonstrate whether your theories on the proc rate are accurate.

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For testing purposes, you should be able to slot Touch of Lady Grey into Slowed Response. Unlike the -resist procs, you'll get a visual indicator whenever it procs and it should demonstrate whether your theories on the proc rate are accurate.

 

just use power analyzer from P2W vendor

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Actually slowed response is odd in this regard. When it's used normally, you don't get the resist down symbols one would expect, just the defense down symbols. When you add the Achilles proc to it, all of a sudden the resist down symbols pop up. That's how I first noticed that everything was getting tagged with the proc all the time.

 

You can also use the combat log to verify, it has its own entry there too.

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