Author Topic: Drift away with Time Drifter, time manipulation/dual pistols  (Read 145 times)

mercury rising

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Drift away with Time Drifter, time manipulation/dual pistols
« on: September 13, 2024, 11:21:40 am »
A nice concept build that makes you quite well rounded but also packs a punch. Great defense,resist,mez resist. Lots of healing over time,farsight basically on perma. Nice holds as well that utilize power build up. No melee for this guy because number one he is a defender and won't last long and secondly his strength is range and support so you should exploit those strengths.
Time Drifter1 - Hero Defender
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────
Primary powerset: Time ManipulationSecondary powerset: Dual PistolsPool powerset (#1): FlightPool powerset (#2): FightingPool powerset (#3): LeadershipPool powerset (#4): ConcealmentEpic powerset: Power Mastery

──────────────────────────────

Powers taken:

Level 1: Time Crawl
(Empty)

Level 1: Pistols
A: Achilles' Heel: Defense Debuff7: Achilles' Heel: Defense Debuff/Recharge9: Achilles' Heel: Chance for Res Debuff

Level 2: Temporal Mending
A: Preventive Medicine: Chance for +Absorb3: Preventive Medicine: Heal/RechargeTime/Endurance3: Preventive Medicine: Heal/RechargeTime5: Preventive Medicine: Endurance/RechargeTime5: Preventive Medicine: Heal/Endurance7: Preventive Medicine: Heal

Level 4: Empty Clips
A: Superior Vigilant Assault: RechargeTime/PBAoE +Absorb9: Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime11: Superior Vigilant Assault: Accuracy/Damage/Endurance11: Superior Vigilant Assault: Damage/Endurance/RechargeTime13: Superior Vigilant Assault: Damage/RechargeTime13: Superior Vigilant Assault: Accuracy/Damage

Level 6: Time's Juncture
A: Dampened Spirits: Recharge15: Dampened Spirits: To Hit Debuff/Endurance15: Dampened Spirits: To Hit Debuff

Level 8: Fly
A: Blessing of the Zephyr: Knockback Reduction (4 points)40: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Hover
A: Karma: Knockback Protection33: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 12: Kick
(Empty)

Level 14: Tough
A: Unbreakable Guard: +Max HP17: Unbreakable Guard: Resistance/Endurance17: Gladiator's Armor: TP Protection +3% Def (All)19: Steadfast Protection: Resistance/+Def 3%

Level 16: Aerobatics
A: Reactive Defenses: Scaling Resist Damage19: Reactive Defenses: Defense/Endurance/RechargeTime21: Reactive Defenses: Defense/RechargeTime21: Reactive Defenses: Endurance/RechargeTime23: Reactive Defenses: Defense/Endurance23: Reactive Defenses: Defense

Level 18: Swap Ammo


Level 20: Bullet Rain
A: Ragnarok: Chance for Knockdown25: Ragnarok: Damage/Endurance25: Ragnarok: Accuracy/Recharge27: Ragnarok: Accuracy/Damage/Recharge27: Ragnarok: Damage/Recharge50: Ragnarok: Damage

Level 22: Time Stop
A: Unbreakable Constraint: Chance for Smashing Damage36: Unbreakable Constraint: Endurance/Hold36: Unbreakable Constraint: Accuracy/Hold/Recharge36: Unbreakable Constraint: Hold/Recharge37: Unbreakable Constraint: Hold

Level 24: Farsight
A: Gaussian's Synchronized Fire-Control: Chance for Build Up33: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance33: Gaussian's Synchronized Fire-Control: Recharge/Endurance34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge34: Gaussian's Synchronized Fire-Control: To Hit Buff

Level 26: Slowed Response
A: Superior Witchcraft: Chance for Res Debuff40: Superior Witchcraft: Accuracy/Endurance/Recharge40: Superior Witchcraft: Universal Debuff/Endurance/Recharge43: Superior Witchcraft: Accuracy/ Universal Debuff46: Superior Witchcraft: Universal Debuff

Level 28: Executioner's Shot
A: Apocalypse: Chance of Damage(Negative)29: Apocalypse: Damage/Endurance29: Apocalypse: Accuracy/Recharge31: Apocalypse: Accuracy/Damage/Recharge31: Apocalypse: Damage/Recharge31: Decimation: Chance of Build Up

Level 30: Distortion Field
A: Gladiator's Net: Chance of Damage(Lethal)37: Gladiator's Net: Accuracy/Endurance/Recharge/Hold37: Gladiator's Net: Endurance/Recharge/Hold39: Gladiator's Net: Recharge/Hold

Level 32: Maneuvers
A: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 35: Tactics
A: Cytoskeleton Exposure

Level 38: Power Build Up
A: Invention: Recharge Reduction39: Invention: Recharge Reduction

Level 41: Temp Invulnerability
A: Aegis: Psionic/Status Resistance42: Aegis: Resistance42: Aegis: Resistance/Endurance/Recharge42: Aegis: Endurance/Recharge43: Aegis: Resistance/Recharge43: Aegis: Resistance/Endurance

Level 44: Piercing Rounds
A: Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal45: Superior Defender's Bastion: Accuracy/Damage/Endurance/Recharge45: Superior Defender's Bastion: Accuracy/Damage/Endurance45: Superior Defender's Bastion: Damage/Endurance/Recharge46: Superior Defender's Bastion: Damage/Recharge46: Superior Defender's Bastion: Accuracy/Damage

Level 47: Chrono Shift
A: Doctored Wounds: Recharge48: Doctored Wounds: Heal48: Doctored Wounds: Heal/Endurance/Recharge48: Doctored Wounds: Heal/Recharge50: Doctored Wounds: Endurance/Recharge50: Doctored Wounds: Heal/Endurance

Level 49: Victory Rush
A: Invention: Endurance Modification

Level 18: Chemical Ammunition


Level 18: Cryo Ammunition


Level 18: Incendiary Ammunition



──────────────────────────────

Inherents:

Level 1: Brawl
(Empty)

Level 1: Sprint
A: Invention: Run Speed

Level 1: Vigilance


Level 2: Rest
A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance

Level 2: Swift
A: Invention: Flight Speed

Level 2: Health
A: Numina's Convalesence: +Regeneration/+Recovery8: Miracle: +Recovery16: Panacea: +Hit Points/Endurance

Level 2: Hurdle
A: Invention: Jumping

Level 2: Stamina
A: Invention: Endurance Modification12: Invention: Endurance Modification22: Invention: Endurance Modification39: Performance Shifter: Chance for +End

Level 16: Afterburner



──────────────────────────────
Accolades:

Portal JockeyThe Atlas Medallion


──────────────────────────────
Incarnates:

Cardiac Radial ParagonIon Radial Final JudgementSpectral Radial Flawless InterfacePolar Lights Core Superior AllyBarrier Total Radial InvocationSocket Core Flawless GenesisAssault Core Embodiment
──────────────────────────────
Stats Breakdown:

- Defense -

Smashing: 63.53%Lethal: 63.53%Fire: 71.66%Cold: 71.66%Energy: 71.66%Negative: 71.66%Psionic: 62.28%Melee: 64.78%Ranged: 73.53%AoE: 76.34%
- Resistance -

Smashing: 75%Lethal: 75%Fire: 21.25%Cold: 21.25%Energy: 1.75%Negative: 1.75%Toxic: 16%Psionic: 21%
- HP & Endurance -

Regeneration: 176%Max HP: 1364.17 | End Recovery: 4.58/sEnd Use: 1.45/s End. (Net gain: 3.13/s)Max End: 127.65
- Movement -

Run Speed: 50.8 mphJump Speed: 41.85 mphJump Height: 14.5 ftFly Speed: 58.64 mph
- Stealth & Perception -

Stealth (PvE): 0 ftStealth (PvP): 0 ftPerception: 1153 ft
- Misc -

Haste: 230%ToHit: 159.11%Accuracy: 60%Damage: 370.5%End Rdx: 10%Threat: 100
- Status Protection -

Held: 0Stunned: 0Sleep: 0Immobilized: 0Knockback: 16.33Repel: 0Confused: 12.87Terrorized: 0Taunt: 0Placate: 0Teleport: 0
- Status Resistance -

Held: 70%Stunned: 70%Sleep: 118.44%Immobilized: 70%Knockback: 0%Repel: 0%Confused: 145.69%Terrorized: 145.69%Taunt: 0%Placate: 0%Teleport: 100%
- Debuff Resistance -

Defense: 0%Endurance: 0%Recovery: 0%PerceptionRadius: 100%ToHit: 0%RechargeTime: 20%SpeedRunning: 20%Regeneration: 43.25%

──────────────────────────────

Set Effects Breakdown

Achilles' Heel
(Pistols)
1.5% DamageBuff(All)1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Preventive Medicine
(Temporal Mending)
2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance19.08 HP (1.88%) HitPoints3% Resistance(Fire,Cold), 5% Status Resistance3.75% Enhancement(EnduranceDiscount)+8.75% Enhancement(RechargeTime)GrantPower Preventive Medicine (10% chance), GrantPower Preventive Medicine
Superior Vigilant Assault
(Empty Clips)
3.6% Max End+10% Enhancement(RechargeTime)+15% Enhancement(Accuracy)4% DamageBuff(All)5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold)
Dampened Spirits
(Time's Juncture)
2% DamageBuff(All)1.8% Max End
Blessing of the Zephyr
(Fly)
1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)Knockback Protection (Mag 4)
Karma
(Hover)
Knockback Protection (Mag 4)
Luck of the Gambler
(Hover)
+7.5% Enhancement(RechargeTime)
Unbreakable Guard
(Tough)
2.5% Enhancement(EnduranceDiscount)76.3 HP (7.5%) HitPoints
Gladiator's Armor
(Tough)
3% Defense(All), 100% MezResist(Teleport) (20% chance)
Steadfast Protection
(Tough)
3% Defense(All)
Reactive Defenses
(Aerobatics)
1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance19.08 HP (1.88%) HitPoints3% Resistance(Fire,Cold), 5% Status Resistance3.75% Enhancement(EnduranceDiscount)+8.75% Enhancement(RechargeTime)3% Resistance(All)
Ragnarok
(Bullet Rain)
4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime)6% Resistance(Toxic,Psionic), 10% Status Resistance
Unbreakable Constraint
(Time Stop)
4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Farsight)
7.5% Movement Speed19.08 HP (1.88%) HitPoints2.5% (0.04 End/sec) Recovery2.5% DamageBuff(All)2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Superior Witchcraft
(Slowed Response)
4% DamageBuff(All)5% Defense(Energy,Negative), 2.5% Defense(Ranged)+10% Enhancement(RechargeTime)+15% Enhancement(Accuracy)
Apocalypse
(Executioner's Shot)
16% (0.68 HP/sec) Regeneration30.52 HP (3%) HitPoints4% DamageBuff(All)+10% Enhancement(RechargeTime)
Gladiator's Net
(Distortion Field)
+2.5% Enhancement(Held)2.25% Max End2.5% DamageBuff(All)
Shield Wall
(Maneuvers)
5%  Resistance(All)
Aegis
(Temp Invulnerability)
7.5% Movement Speed3.13% Defense(Fire,Cold), 1.56% Defense(AoE)3% Resistance(Smashing,Lethal), 5% Status Resistance3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)4.5% Resistance(Toxic,Psionic), 7.5% Status Resistance5% Resistance(Psionic)
Superior Defender's Bastion
(Piercing Rounds)
30.52 HP (3%) HitPoints+10% Enhancement(Range)+8% Enhancement(Heal)5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)+10% Enhancement(RechargeTime) >Cap
Doctored Wounds
(Chrono Shift)
1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance1.5% Resistance(Fire,Cold), 2.5% Status Resistance+4% Enhancement(Heal)+5% Enhancement(RechargeTime)3.75% Resistance(Toxic,Psionic), 6.25% Status Resistance


──────────────────────────────

Set Buffs Totals

Damage(All) (20.5% Total)+4% Damage(All) (From Superior Vigilant Assault in Empty Clips)+4% Damage(All) (From Superior Witchcraft in Slowed Response)+4% Damage(All) (From Apocalypse in Executioner's Shot)+2.5% Damage(All) (From Gaussian's Synchronized Fire-Control in Farsight)+2.5% Damage(All) (From Gladiator's Net in Distortion Field)+2% Damage(All) (From Dampened Spirits in Time's Juncture)+1.5% Damage(All) (From Achilles' Heel in Pistols)

S/L Defense (7.25% Total)+3% S/L Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% S/L Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)+1.25% S/L Defense (From Gaussian's Synchronized Fire-Control in Farsight)

Fire/Cold Defense (15.38% Total)+3.13% Fire/Cold Defense (From Aegis in Temp Invulnerability)+3% Fire/Cold Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Fire/Cold Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)+2.5% Fire/Cold Defense (From Superior Vigilant Assault in Empty Clips)+1.56% Fire/Cold Defense (From Aegis in Temp Invulnerability)+1.25% Fire/Cold Defense (From Gaussian's Synchronized Fire-Control in Farsight)+0.94% Fire/Cold Defense (From Achilles' Heel in Pistols)

Energy/Negative Defense (15.38% Total)+5% Energy/Negative Defense (From Superior Witchcraft in Slowed Response)+3% Energy/Negative Defense (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Energy/Negative Defense (From Steadfast Protection: Resistance/+Def 3% in Tough)+2.5% Energy/Negative Defense (From Superior Defender's Bastion in Piercing Rounds)+1.25% Energy/Negative Defense (From Gaussian's Synchronized Fire-Control in Farsight)+0.63% Energy/Negative Defense (From Blessing of the Zephyr in Fly)

Defense (Psionic) (6% Total)+3% Defense(Psionic) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Psionic) (From Steadfast Protection: Resistance/+Def 3% in Tough)

Defense (Melee) (8.5% Total)+3% Defense(Melee) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Melee) (From Steadfast Protection: Resistance/+Def 3% in Tough)+2.5% Defense(Melee) (From Gaussian's Synchronized Fire-Control in Farsight)

Defense (Ranged) (17.25% Total)+5% Defense(Ranged) (From Superior Defender's Bastion in Piercing Rounds)+3% Defense(Ranged) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(Ranged) (From Steadfast Protection: Resistance/+Def 3% in Tough)+2.5% Defense(Ranged) (From Gaussian's Synchronized Fire-Control in Farsight)+2.5% Defense(Ranged) (From Superior Witchcraft in Slowed Response)+1.25% Defense(Ranged) (From Blessing of the Zephyr in Fly)

Defense (AoE) (20.06% Total)+5% Defense(AoE) (From Superior Vigilant Assault in Empty Clips)+3.13% Defense(AoE) (From Aegis in Temp Invulnerability)+3% Defense(AoE) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)+3% Defense(AoE) (From Steadfast Protection: Resistance/+Def 3% in Tough)+2.5% Defense(AoE) (From Gaussian's Synchronized Fire-Control in Farsight)+1.88% Defense(AoE) (From Achilles' Heel in Pistols)+1.56% Defense(AoE) (From Aegis in Temp Invulnerability)

Max Endurance (7.65% Total)+3.6% Max Endurance (From Superior Vigilant Assault in Empty Clips)+2.25% Max Endurance (From Gladiator's Net in Distortion Field)+1.8% Max Endurance (From Dampened Spirits in Time's Juncture)

Enhancement (Accuracy) (60% Total)+15% Enhancement(Accuracy) (From Superior Vigilant Assault in Empty Clips)+15% Enhancement(Accuracy) (From Ragnarok in Bullet Rain)+15% Enhancement(Accuracy) (From Unbreakable Constraint in Time Stop)+15% Enhancement(Accuracy) (From Superior Witchcraft in Slowed Response)

Enhancement (EnduranceDiscount) (10% Total)+3.75% Enhancement(EnduranceDiscount) (From Preventive Medicine in Temporal Mending)+3.75% Enhancement(EnduranceDiscount) (From Reactive Defenses in Aerobatics)+2.5% Enhancement(EnduranceDiscount) (From Unbreakable Guard in Tough)

Enhancement (Heal) (12% Total)+8% Enhancement(Heal) (From Superior Defender's Bastion in Piercing Rounds)+4% Enhancement(Heal) (From Doctored Wounds in Chrono Shift)

Enhancement (Range) (10% Total)+10% Enhancement(Range) (From Superior Defender's Bastion in Piercing Rounds)

Enhancement (RechargeTime) (90% Total)+10% Enhancement(RechargeTime) (From Superior Vigilant Assault in Empty Clips)+10% Enhancement(RechargeTime) (From Ragnarok in Bullet Rain)+10% Enhancement(RechargeTime) (From Unbreakable Constraint in Time Stop)+10% Enhancement(RechargeTime) (From Superior Witchcraft in Slowed Response)+10% Enhancement(RechargeTime) (From Apocalypse in Executioner's Shot)+10% Enhancement(RechargeTime) (From Superior Defender's Bastion in Piercing Rounds)+8.75% Enhancement(RechargeTime) (From Preventive Medicine in Temporal Mending)+8.75% Enhancement(RechargeTime) (From Reactive Defenses in Aerobatics)+7.5% Enhancement(RechargeTime) (From Luck of the Gambler: Defense/Increased Global Recharge Speed in Hover)+5% Enhancement(RechargeTime) (From Doctored Wounds in Chrono Shift)

Enhancement (Held) (Mez) (2.5% Total)+2.5% Enhancement(Held) (From Gladiator's Net in Distortion Field)

HitPoints (194.57 HP Total / 19.13% of Base HP)+76.3 HP (7.5%) HitPoints (From Unbreakable Guard: +Max HP in Tough)+30.52 HP (3%) HitPoints (From Apocalypse in Executioner's Shot)+30.52 HP (3%) HitPoints (From Superior Defender's Bastion in Piercing Rounds)+19.08 HP (1.88%) HitPoints (From Preventive Medicine in Temporal Mending)+19.08 HP (1.88%) HitPoints (From Reactive Defenses in Aerobatics)+19.08 HP (1.88%) HitPoints (From Gaussian's Synchronized Fire-Control in Farsight)

JumpHeight (15% Total)+7.5% JumpHeight (From Gaussian's Synchronized Fire-Control in Farsight)+7.5% JumpHeight (From Aegis in Temp Invulnerability)

Mez (Knockback) (-8 Total)+Knockback (Mag -4) (From Blessing of the Zephyr: Knockback Reduction (4 points) in Fly)+Knockback (Mag -4) (From Karma: Knockback Protection in Hover)

Mez (Knockup) (-8 Total)+Knockup (Mag -4) (From Blessing of the Zephyr: Knockback Reduction (4 points) in Fly)+Knockup (Mag -4) (From Karma: Knockback Protection in Hover)

MezResist(All) (70% Total)+10% MezResist(All) (From Ragnarok in Bullet Rain)+10% MezResist(All) (From Ragnarok in Bullet Rain)+10% MezResist(All) (From Unbreakable Constraint in Time Stop)+7.5% MezResist(All) (From Aegis in Temp Invulnerability)+6.25% MezResist(All) (From Doctored Wounds in Chrono Shift)+5% MezResist(All) (From Preventive Medicine in Temporal Mending)+5% MezResist(All) (From Reactive Defenses in Aerobatics)+5% MezResist(All) (From Aegis in Temp Invulnerability)+3.75% MezResist(All) (From Preventive Medicine in Temporal Mending)+2.5% MezResist(All) (From Reactive Defenses in Aerobatics)+2.5% MezResist(All) (From Doctored Wounds in Chrono Shift)+2.5% MezResist(All) (From Doctored Wounds in Chrono Shift)

MezResist (Teleport) (100% Total)+100% MezResist(Teleport) (20% chance) (From Gladiator's Armor: TP Protection +3% Def (All) in Tough)

Recovery (10.5% Total)+4% (0.07 End/sec) Recovery (From Ragnarok in Bullet Rain)+4% (0.07 End/sec) Recovery (From Unbreakable Constraint in Time Stop)+2.5% (0.04 End/sec) Recovery (From Gaussian's Synchronized Fire-Control in Farsight)

Regeneration (16% Total / 10 HP/s)+16% (0.68 HP/sec) Regeneration (From Apocalypse in Executioner's Shot)

S/L Resistance (16.25% Total)+5% S/L Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Maneuvers)+3% S/L Resistance (From Reactive Defenses: Scaling Resist Damage in Aerobatics)+3% S/L Resistance (From Aegis in Temp Invulnerability)+2.25% S/L Resistance (From Preventive Medicine in Temporal Mending)+1.5% S/L Resistance (From Reactive Defenses in Aerobatics)+1.5% S/L Resistance (From Doctored Wounds in Chrono Shift)

Fire/Cold Resistance (27.5% Total)+6% Fire/Cold Resistance (From Ragnarok in Bullet Rain)+6% Fire/Cold Resistance (From Unbreakable Constraint in Time Stop)+5% Fire/Cold Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Maneuvers)+3% Fire/Cold Resistance (From Preventive Medicine in Temporal Mending)+3% Fire/Cold Resistance (From Reactive Defenses in Aerobatics)+3% Fire/Cold Resistance (From Reactive Defenses: Scaling Resist Damage in Aerobatics)+1.5% Fire/Cold Resistance (From Doctored Wounds in Chrono Shift)

Energy/Negative Resistance (8% Total)+5% Energy/Negative Resistance (From Shield Wall: +Res (Teleportation), +5% Res (All) in Maneuvers)+3% Energy/Negative Resistance (From Reactive Defenses: Scaling Resist Damage in Aerobatics)

Resistance (Toxic) (22.25% Total)+6% Resistance(Toxic) (From Ragnarok in Bullet Rain)+5% Resistance(Toxic) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Maneuvers)+4.5% Resistance(Toxic) (From Aegis in Temp Invulnerability)+3.75% Resistance(Toxic) (From Doctored Wounds in Chrono Shift)+3% Resistance(Toxic) (From Reactive Defenses: Scaling Resist Damage in Aerobatics)

Resistance (Psionic) (27.25% Total)+6% Resistance(Psionic) (From Ragnarok in Bullet Rain)+5% Resistance(Psionic) (From Shield Wall: +Res (Teleportation), +5% Res (All) in Maneuvers)+5% Resistance(Psionic) (From Aegis: Psionic/Status Resistance in Temp Invulnerability)+4.5% Resistance(Psionic) (From Aegis in Temp Invulnerability)+3.75% Resistance(Psionic) (From Doctored Wounds in Chrono Shift)+3% Resistance(Psionic) (From Reactive Defenses: Scaling Resist Damage in Aerobatics)

SpeedFlying (15% Total)+7.5% SpeedFlying (From Gaussian's Synchronized Fire-Control in Farsight)+7.5% SpeedFlying (From Aegis in Temp Invulnerability)

SpeedJumping (15% Total)+7.5% SpeedJumping (From Gaussian's Synchronized Fire-Control in Farsight)+7.5% SpeedJumping (From Aegis in Temp Invulnerability)

SpeedRunning (15% Total)+7.5% SpeedRunning (From Gaussian's Synchronized Fire-Control in Farsight)+7.5% SpeedRunning (From Aegis in Temp Invulnerability)
Iv'e added a second infographic from mids,mids by the way adds an avg damage for all procs as well, so i'm definitely not fooling by the numbers. So my damage is 270% plus 100% for base. So 370/400 is pretty close to cap and i'm also doing much more damage than someone that's proc laden.
Screenshot 2024-09-13 111056.png
Screenshot 2024-09-13 164611.png
« Last Edit: September 13, 2024, 04:52:06 pm by mercury rising »

Redlynne

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #1 on: September 13, 2024, 02:34:30 pm »
Hoo ... boy!
Do I have ... thoughts ... in response to this build!

The main thing that I'm noticing is that the priority is getting put onto being a "mage tank" where everything is being done in service of +Defense and +Resist S/L to achieve those numbers you posted in the screenshot.
However, in order to achieve that outcome, the things you have to sacrifice along the way are ... well, I was going to say "disturbing" but I'll just upgrade my impression to "mind boggling" instead.

Mind you, this is primarily a difference in build philosophy and personal preferences, rather than any kind of "You Bad/Me Good" kind of adversarial sniping.

Primary powerset: Time Manipulation
Secondary powerset: Dual Pistols
Pool powerset (#1): Flight
Pool powerset (#2): Fighting
Pool powerset (#3): Leadership
Pool powerset (#4): Concealment
Epic powerset: Power Mastery

In my opinion ... Fly + Hover is actually wasteful. You only "need" 1 of the 2 power picks.
If I need the LotG mule, I choose Hover.
If I want "tactical positioning capable of skipping past obstacles" in order to get into advantageous firing positions most easily, I choose Sorcery: Mystic Flight ... because that offers Fly + 100 ft Teleport (via Translocation) which is useful inside of mission instances to "sidestep" close quarters conditions that are not favorable to me. As a Travel Power, the teleport on Mystic Flight is almost superfluous (except when you want to "stop on a dime" next to a glowie or a contact or whatever), but inside of a mission instance being able to "teleport past" a chokepoint or a patrol or other "aggro radius" obstacle can be extremely useful (especially at low levels!).

I have NEVER cared for the Fighting Pool.
EVERYBODY ELSE takes it for Tough. I skip it in favor of other paths to victory.

Level 1: Time Crawl
(Empty)

Better option.

Level 1: Time Crawl
  • (A) Pacing of the Turtle - Accuracy/Endurance: 50+5
I make it a habit to use Time Crawl + Time Stop as a matter of standard operating procedure. Yields the most favorable outcomes under most circumstances.

Level 1: Pistols
A: Achilles' Heel: Defense Debuff
7: Achilles' Heel: Defense Debuff/Recharge
9: Achilles' Heel: Chance for Res Debuff

To me, that looks like you're just using Pistols as a Set Mule, with little intention of actually using it (much), let alone planning to hit anything "important" with it.
The one thing you don't need More Of with Time OR Dual Pistols is ... more Defense Debuff.
Time gives you plenty of Defense Debuffing (if you slot it right).
Dual Pistols gives you even more Defense Debuffing if you're using Standard Ammo.

In my estimation, this looks like you have no intention of using Pistols as a part of your attack rotation (except, maybe, as filler).

Level 2: Temporal Mending
A: Preventive Medicine: Chance for +Absorb
3: Preventive Medicine: Heal/RechargeTime/Endurance
3: Preventive Medicine: Heal/RechargeTime
5: Preventive Medicine: Endurance/RechargeTime
5: Preventive Medicine: Heal/Endurance
7: Preventive Medicine: Heal

On a Defender, my personal preference is to put Preventative Medicine into Temporal Selection, NOT Temporal Mending.
That way I can 5-slot Temporal Mending with Regenerative Tissue and gain an EXTRA +25% Regeneration for 120s boost off the proc (which activates EVERY TIME the power it is in is cast).
That then lets me slot the Panacea proc, Miracle proc and Numina's Convalescence proc into Health, for maximum +Regeneration and +Recovery (and +HP and +END flowing from Panacea procs).

Level 4: Empty Clips
A: Superior Vigilant Assault: RechargeTime/PBAoE +Absorb
9: Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime
11: Superior Vigilant Assault: Accuracy/Damage/Endurance
11: Superior Vigilant Assault: Damage/Endurance/RechargeTime
13: Superior Vigilant Assault: Damage/RechargeTime
13: Superior Vigilant Assault: Accuracy/Damage

Hoo BOY ... is this the WRONG power to be 6-slotting with Superior Vigilant Assault!
Cone powers that get NO RANGE enhancement ... make me cry.
You really really want to increase the range of 40 ft Cones (such as Empty Clips) up into the 60-80 ft radius region, which makes a WORLD of difference in how you can use (and abuse) your Cone attacks as a part of your standard attack rotation.

Level 6: Time's Juncture
A: Dampened Spirits: Recharge
15: Dampened Spirits: To Hit Debuff/Endurance
15: Dampened Spirits: To Hit Debuff

This is just ... PAINFUL to see.
Use this instead.

Level 10: Time's Juncture
  • (A) Superior Witchcraft - Universal Debuff: Attuned
  • (11) Superior Witchcraft - Accuracy/ Universal Debuff: Attuned
  • (11) Superior Witchcraft - Universal Debuff/Endurance/Recharge: Attuned
  • (17) Superior Witchcraft - Accuracy/Endurance/Recharge: Attuned
Witchcraft will debuff -Speed AND -ToHit at the same time.
4-slot set bonus is +10% global recharge.
5-slot set bonus is +15% global accuracy.

Time's Juncture does not require a Hit Roll and is Auto Hit (except for some procs, perhaps), so Accuracy and Recharge are really LOW priorities, but being able to get that much Slow and -ToHit enhancement out of just 4 slots (with those set bonuses!) is truly a missed opportunity.

Mind you, Time's Juncture is "less relevant" to a Defender who intends to stay "away from melee" as much as possible, so if you aren't getting into "near range" all that often this power (and its slots) can be skipped more easily depending on your playstyle.
Conversely, if you have Blink (and possibly even Blink Blitz) from the Teleportation Pool, you have a "gap closer" available to you which can move you into melee range using an attack, which makes Time's Juncture a LOT more relevant again.

Level 8: Fly
A: Blessing of the Zephyr: Knockback Reduction (4 points)
40: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Hover
A: Karma: Knockback Protection
33: Luck of the Gambler: Defense/Increased Global Recharge Speed

Why have 2 powers slotted with Knockback Protection?
Also, 3-slot Witchcraft will yield more Ranged Defense than 2-slot Blessing of the Zephyr offers, so I'm really mystified by your choices here.

Level 12: Kick
(Empty)

Level 14: Tough
A: Unbreakable Guard: +Max HP
17: Unbreakable Guard: Resistance/Endurance
17: Gladiator's Armor: TP Protection +3% Def (All)
19: Steadfast Protection: Resistance/+Def 3%

Level 16: Aerobatics
A: Reactive Defenses: Scaling Resist Damage
19: Reactive Defenses: Defense/Endurance/RechargeTime
21: Reactive Defenses: Defense/RechargeTime
21: Reactive Defenses: Endurance/RechargeTime
23: Reactive Defenses: Defense/Endurance
23: Reactive Defenses: Defense

I'm of the firm belief that these 3 power picks (and slotting) are mostly vanity, rather than purposeful.
Kick is literally a wasted power pick (it's not even a One Slot Wonder™).
Tough is just a set mule.
Reactive Defenses makes a much better fit with Maneuvers, in my estimation.

Level 20: Bullet Rain
A: Ragnarok: Chance for Knockdown
25: Ragnarok: Damage/Endurance
25: Ragnarok: Accuracy/Recharge
27: Ragnarok: Accuracy/Damage/Recharge
27: Ragnarok: Damage/Recharge
50: Ragnarok: Damage

ED is biting you HARD for 6-slotting Ragnarok.
You could 5-slot Ragnarok and barely lose any damage throughput onto $Targets.
Also, that Chance for Knockdown will stack with the Knockdown effect of Standard Ammo.

Level 22: Time Stop
A: Unbreakable Constraint: Chance for Smashing Damage
36: Unbreakable Constraint: Endurance/Hold
36: Unbreakable Constraint: Accuracy/Hold/Recharge
36: Unbreakable Constraint: Hold/Recharge
37: Unbreakable Constraint: Hold

In my experience (with Time Manipulation), reaching for Double Perma Hold using Time Stop is something of a Fool's Errand™.
You're much better off slotting up Time Stop as a proc monster (with NO recharge!) and let your global recharge buffs pick up the slack of making Time Stop "cycle faster" than you might have expected it to.

This is "maximum shenanigans" that you can get up to with a frankenslotted Time Stop.

Level 20: Time Stop
  • (A) Superior Entomb - Accuracy/Endurance/Hold: Attuned
  • (21) Gladiator's Net - Chance of Damage(Lethal): Level 10
  • (21) Neuronic Shutdown - Chance of Damage(Psionic): Level 10
  • (23) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 20
  • (25) Lockdown - Chance for +2 Mag Hold: Level 30
  • (50) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Time Stop: Gladiator's Net (3.5 PPM), Neuronic Shutdown (3.5 PPM), Ghost Widow's Embrace (3.5 PPM), Lockdown (2.5 PPM), Unbreakable Contstraint (4.5 PPM)
  • 2.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 75.71%
  • 3.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 105.99%)
  • 4.5 * ((16 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 136.28%)
4x 90% Damage procs + 1x 75% +2 Hold proc.

Use Time Crawl before Time Stop and your Time Stop is Mag 3+1=4 with a 75% chance for an additional +2 Mag Hold for 8 seconds off the Lockdown proc. This yields a "decent" 1+2 combo chance of locking down an Elite Boss long enough to either FINISH THEM or severely wound them before they start moving again. Time Stop becomes your HEAVY HITTER attack, because if all 4 procs hit together, you're dealing over 300 damage (raw, before resistances). With enough global recharge in your build, Time Stop (with ZERO recharge enhancement!) can have recharge times of ~7 seconds ... which is NOT SHABBY.

Level 24: Farsight
A: Gaussian's Synchronized Fire-Control: Chance for Build Up
33: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
33: Gaussian's Synchronized Fire-Control: Recharge/Endurance
34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
34: Gaussian's Synchronized Fire-Control: To Hit Buff

So ... every 2 minutes you get a Build Up proc?
I mean, I know you're reaching for the 6-slot Defense vs All set bonus here, but this feels like a REALLY wasteful way to do it!

If anything, I would prefer to 6-slot Gaussian's into Tactics (if I had to) rather than Farsight.
Farsight just works SO MUCH BETTER with a pair of HOs and a LotG global recharge slotted into it, so you're boosting +Defense AND +ToHit at the same time (for yourself and everyone around you when you click the buff!).

Level 26: Slowed Response
A: Superior Witchcraft: Chance for Res Debuff
40: Superior Witchcraft: Accuracy/Endurance/Recharge
40: Superior Witchcraft: Universal Debuff/Endurance/Recharge
43: Superior Witchcraft: Accuracy/ Universal Debuff
46: Superior Witchcraft: Universal Debuff

This is actually a BAD place to be deploying the Witchcraft set.
Why?
Because Slowed Response debuffs Defense ONLY ... not Defense plus something else like Time's Juncture does (because Time's Juncture debuffs -Speed AND -ToHit).

That's why I find this frankenslotting so superior in Slowed Response.

Level 35: Slowed Response
  • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5
  • (36) Shield Breaker - Accuracy/Endurance/Recharge: Level 27+5
  • (36) Shield Breaker - Chance for Lethal Damage: Level 10
  • (36) Achilles' Heel - Chance for Res Debuff: Level 10
  • (37) Touch of Lady Grey - Chance for Negative Damage: Level 21
Slowed Response: Shield Breaker (3.5 PPM), Achilles' Heel (3.5 PPM), Touch of Lady Grey (3.5 PPM)
  • 3.5 * ((90 / ( 1 + 47.6 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 96.77%) per $Target
Level 28: Executioner's Shot
A: Apocalypse: Chance of Damage(Negative)
29: Apocalypse: Damage/Endurance
29: Apocalypse: Accuracy/Recharge
31: Apocalypse: Accuracy/Damage/Recharge
31: Apocalypse: Damage/Recharge
31: Decimation: Chance of Build Up

Another case of making me CRY HARDER.

Add up all the recharge coming out of those Apocalypse slots.
33.1+26.5+33.1 = 92.7 (Post-ED: 89.89)

Plug that into a proc chance equation using Executioner's Shot cast time and recharge time for a 1 PPM proc and you get this:
1.0 * ((10 / ( 1 + 89.89 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 11.56%

No, what you REALLY want to do is put the Decimation proc into Suppressive Fire(!) and use Suppressive Fire as a Proc Monster power!
Like this:

Level 20: Suppressive Fire
  • (A) Neuronic Shutdown - Accuracy/Endurance : Level 27+5
  • (21) Neuronic Shutdown - Chance of Damage(Psionic): Level 10
  • (21) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 20
  • (23) Decimation - Chance for Buildup: Level 25
  • (27) Lockdown - Chance for +2 Mag Hold: Level 30
  • (27) Devastation - Chance for +2 Mag Hold: Level 30
Suppressive Fire: Neuronic Shutdown (3.5 PPM), Ghost Widow's Embrace (3.5 PPM), Decimation (1.0 PPM), Lockdown (2.5 PPM), Devastation (2.5 PPM), Hybrid: Assault Double Hit (6.0 PPM)
  • 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
  • 2.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 89.58%
  • 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 125.42%)
  • 6.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 215.00%)
As the Blast Master Destroyers like to say in the Underground ... Boom, Baby!

Time Crawl + Time Stop (+2 Hold proc) + Suppressive Fire (+2+2 Hold procs + Build Up proc) is a LOT OF DAMAGE PROCS on top of a LOT OF HOLD MAG to throw at a single $Target to shut it down HARD.
The trick is, the Build Up proc won't boost the damage of any damage procs, so best to do Time Stop THEN Suppressive Fire AFTER, rather than the reverse (because Time Stop does zero damage natively).

To quote Robocop ... "Your move, creep."

Level 30: Distortion Field
A: Gladiator's Net: Chance of Damage(Lethal)
37: Gladiator's Net: Accuracy/Endurance/Recharge/Hold
37: Gladiator's Net: Endurance/Recharge/Hold
39: Gladiator's Net: Recharge/Hold

It is difficult for me to convey just how incredibly WASTEFUL this choice of slotting is.
Distortion Field has a 2% chance to Hold per activation (3% if a $Target has Time Crawl on them).
Hold duration on Distortion Field just really isn't going to do anyone much good. Mobs will just move through it before they can be Held, so what's the point?

The REAL secret to making Distortion Field INCREDIBLY POWERFUL is to slot it for SLOW ... NOT HOLD duration.
By increasing the Movement Debuffing you make it harder for Foes to escape the Distortion Field. With enough Slow enhancement, you can even use Distortion Field for KITING, hopping over the heads of Foes about to exit the field (and start beating on you) so as to make them reverse course and keep running (very very slowly!) through the field towards you (now on the opposite side). Just forcing Foes to struggle to reach you while you "run circles around them" can be more valuable than a slightly longer Mag 3 Hold that only happens 2-3% of the time anyway.

I've tried slotting a Lockdown +2 Mag Hold into Distortion Field and was QUITE unimpressed by the results. Bosses needed to "lose the lottery" in order to be Held, and I'm not worried about seeing Holds pop up on Minions and Lieutenants.
To be honest, this is why I vastly prefer to slot (Superior) Winter Storm into Distortion Field. If I've got 6 slots for Distortion Field, I like to do 5-slots of Winter Storm and 1-slot the Basilisk's Gaze proc for more -Recharge ... because with enough -Recharge, Foes "might as well be Held" because they can barely move (Slow debuffing!) and they can't recharge their powers (Recharge debuffing!). Can't Move + Can't Attack = Hold as far as I'm concerned, and there is far less "slow & recharge debuff protection" to go around in PvE than there is hold protection.

If you absolutely HAVE TO HAVE a +7.5% Recharge global set bonus from somewhere, and you're already "full" on +10% Recharge global set bonuses, I would recommend a 4-slot Baslisk's Gaze (with the -Recharge proc) plus some additional Slow enhancement for the remaining 2 slots. The sheer amount of Battlefield Control that a well slotted (for Slow) Distortion Field gives you is NOT to be underestimated. I'm using it all the time during iTrials (almost as fast as I can recharge Distortion Field) ... AND ... the Distortion Fields can be STACKED on top of each other if you get the recharge short enough. Ku no Ichi can put out 2-3 of them simultaneously during the Prisoner Escape phase of BAF iTrials, which makes for a nice source of bonus proc damage (thanks to the Cold damage proc in Winter Storm).

Level 32: Maneuvers
A: Shield Wall: +Res (Teleportation), +5% Res (All)

That's just downright SAD, man.

Level 38: Power Build Up
A: Invention: Recharge Reduction
39: Invention: Recharge Reduction

If you're using Power Build Up to supercharge Farsight (the "go to" move), what advantage do you get from letting this power recharge faster than Farsight?
If you can't get the recharge down to 1/2 the recharge of Farsight (or preferrably even lower!) are you REALLY getting your extra investment's worth out of cramming more recharge into this power?

My point being that if you're using this to boost Farsight, Chrono Shift and whatever you've chosen for your Destiny slot, then pushing the recharge on Power Build Up below 90-120 seconds has some seriously diminishing returns on investment.
If your build is tight enough that you'd really like to move some slots around, this would definitely be one of the first places to look.

Level 41: Temp Invulnerability
A: Aegis: Psionic/Status Resistance
42: Aegis: Resistance
42: Aegis: Resistance/Endurance/Recharge
42: Aegis: Endurance/Recharge
43: Aegis: Resistance/Recharge
43: Aegis: Resistance/Endurance

Necessary if you intende to be an aggro magnet/alpha striker ... otherwise, kind of superfluous (when you're not drawing incoming fire).
My thinking is that Defense is your main protection (NO GET HITSU!!) and that whatever leaks through your defenses can be mitigated by Temporal Mending (after being hit).
This means, that in my mind, Resistances fall into the "nice to have" bucket rather than in the "sacrifice EVERYTHING ELSE in order to obtain at all costs!" bucket.

It's a very different philosophy, granted.

Level 44: Piercing Rounds
A: Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal
45: Superior Defender's Bastion: Accuracy/Damage/Endurance/Recharge
45: Superior Defender's Bastion: Accuracy/Damage/Endurance
45: Superior Defender's Bastion: Damage/Endurance/Recharge
46: Superior Defender's Bastion: Damage/Recharge
46: Superior Defender's Bastion: Accuracy/Damage

Another case of "you're making me want to cry" again.
Piercing Rounds is a Cone attack, not a single target Ranged attack.
If anything, you would be better off putting Defender's Bastion into Executioner's Shot rather than here in Piercing Rounds.
Why?
Well ...

Level 8: Empty Clips
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (13) Rolling Barrage - Damage/Endurance: Level 27+5
  • (13) Achilles' Heel - Chance for Resist Debuff: Level 10
  • (19) Force Feedback - Chance of +Recharge: Level 21
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (42) Hamidon Origin: Centriole Exposure++ (Damage/Range)
Empty Clips: Achilles' Heel (3.5 PPM), Force Feedback (2.0 PPM), Hybrid: Assault Double Hit (6.0 PPM)
  • 2.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 20.80% per $Target
  • 3.5 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 36.40% per $Target
  • 6.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 62.41% per $Target
Level 16: Bullet Rain
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (17) Rolling Barrage - Damage/Endurance: Level 27+5
  • (17) Superior Witchcraft - Chance for Resist Debuff: Attuned
  • (19) Force Feedback - Chance of +Recharge: Level 21
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (42) Hamidon Origin: Centriole Exposure++ (Damage/Range)
Bullet Rain: Superior Witchcraft (6.0 PPM), Force Feedback (2.0 PPM), Hybrid: Assault Double Hit (6.0 PPM)
  • 2.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 24.40% per $Target
  • 6.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 73.19% per $Target
Level 35: Piercing Rounds
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (36) Rolling Barrage - Damage/Endurance: Level 27+5
  • (36) Positron's Blast - Chance of Damage(Energy): Level 20
  • (36) Annihilation - Chance for Resist Debuff: Level 20
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
Piercing Rounds: Annihilation (3.0 PPM), Positron's Blast (3.5 PPM), Hybrid: Assault Double Hit (6.0 PPM)
  • 3.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 39.95% per $Target
  • 3.5 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 46.61% per $Target
  • 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 79.91% per $Target
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
10% Range (Superior Defender's Bastion: 3)
10% Range (Superior Defender's Bastion: 3)

Let's just say that I prefer my "Reach out and SMITE YOU ALL!" capabilities made possible by "going overboard" on +Range so as to be able to "snipe" using Bullet Rain + Piercing Rounds from over 150 ft away, when it suits me.

You're Welcome.

Level 47: Chrono Shift
A: Doctored Wounds: Recharge
48: Doctored Wounds: Heal
48: Doctored Wounds: Heal/Endurance/Recharge
48: Doctored Wounds: Heal/Recharge
50: Doctored Wounds: Endurance/Recharge
50: Doctored Wounds: Heal/Endurance

OOOF!
WAY overslotted!

If you just want the recharge but don't "need" the set bonuses, you can go with as few as 2x Recharge IOs.
If you want to boost the Regeneration and Recovery gain from Chrono Shift, but need to save slots for other priorities, I personally prefer Heal/Recharge, Heal/End/Recharge along with End Mod/Recharge, End Mod/Recharge/Accuracy as 4-slot of frankenslotting. This gets REALLY GOOD even with Level 27+5 enhancements in those 4 slots.

Level 49: Victory Rush
A: Invention: Endurance Modification

I've got Victory Rush on Redlynne.
I use it maybe 4-5 times during a Mothership Raid. It's really NOT THAT USEFUL at Level 49+.
Early going, before Level 22 and SOs ... Victory Rush can be $DEITY awesome, but at Level 50+ it's just ... MEH.
Vengeance would be a better choice, as would Assault (on a Defender?!? sign me up!).

Level 2: Health
A: Numina's Convalesence: +Regeneration/+Recovery
8: Miracle: +Recovery
16: Panacea: +Hit Points/Endurance

I reverse the order for these (Panacea first, Miracle second, Numina third), but I do basically the same thing on most of my. builds.

Level 2: Stamina
A: Invention: Endurance Modification
12: Invention: Endurance Modification
22: Invention: Endurance Modification
39: Performance Shifter: Chance for +End

That third Endurance Modification slot really isn't "doing all that much" for you, when you compute the return on investment for the throughput yield.
My go to slotting for Stamina is this:

Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Saves a slot, yields nearly the same throughput in terms of END/second and adds a 7.5% Movement global set bonus into the bargain.

Level 16: Afterburner

There just aren't that many locations where having an even higher flight speed yields much in the way of tangible advantage.
Yes yes, I know ... Fly + Hover enables Afterburner, but seriously ... if you're not in the Shadow Shard or Independence Port (doing "pizza runs" to phone boxes), when are you using Afterburner?
If you're using it to move between the Vanguard Base and Point du Hoc between Mothership Raids, that's almost literally the definition of "Hurry Up To Wait" ... so I really don't see the appeal.

Incarnates:

Cardiac Radial Paragon
Ion Radial Final Judgement
Spectral Radial Flawless Interface
Polar Lights Core Superior Ally
Barrier Total Radial Invocation
Socket Core Flawless Genesis
Assault Core Embodiment

Cardiac? Not Intuition ... for Time Manipulation and Dual Pistols?
Intuition Radial offers:
  • Hold Duration (Time Stop and Suppressive Fire)
  • Defense (Farsight, Maneuvers, Blink, Blink Blitz)
  • ToHit DeBuff (Time's Juncture)
  • Slow effects (Time Crawl, Time's Juncture, Distortion Field, Cryo Ammo)
  • Damage (Dual Pistols)
  • Range (Time Manipulation AND Dual Pistols)
As far as I'm concerned, Intuition Radial is THE BEST option if you've "built your enhancements properly" and don't need the endurance reduction "crutch" of Cardiac.

Spectral is a decent option for Interface if you want to do damage via DoTs.
If you're more interested in "debuffing the stuffing" out of what you're up against, I recommend Diamagnetic Core (-ToHit, -Regeneration Debuffing!) or Gravitic (-Speed, -Recharge, -Recovery Debuffing!) or Paralytic Radial (-Defense, -Damage Debuffing!).

Diamagnetic is "best" for Masterminds (because the Pets cast the debuffs too, helping to keep them alive!).
Gravitic is good for a "soft lockdown" on speed and recharge, effectively "neutralizing" opposition after they unload their alpha strike, particularly when using Cryo Ammo.
Paralytic is good for Chemical Ammo, but it becomes practically "cheat mode/sonic shielding via debuffing" with Chemical Ammo and LOTS of Resistance Debuffing procs slotted into your Dual Pistols powers. That's because -Resist synergistically ALSO boosts -Damage debuffs ... so with Chemical Ammo you're basically "shredding" the offensive capability of whatever you're shooting at (with Defender power debuffs!).

You're Welcome.

Assault Core is a mistake on a Defender.
You want Assault Radial for the Double Hit that deals extra Energy damage.
Why?
Because Double Hit is a 6.0 PPM proc on ALL of your powers that natively do damage (which NONE of your Time Manipulation powers do, natively).

That means that even Suppressive Fire can reliably proc bonus damage 90% of the time from Double Hit.
And those Double Hits do not "bump up against" the damage buff hardcap if you get buffed by Fulcrum Shift.

The shorthand answer is that if your AT Damage Scale is 1.0x or greater, you want to use Assault Core.
If your AT Damage Scale is less than 1.0x, you want to be using Assault Radial.

The damage scale for Defenders is:
  • Melee: 0.550
  • Ranged: 0.650
Your mission, should you choose to accept it, is to figure out which is better for a Defender ... Assault Core or Assault Radial.
If you should be captured or defeated while on this mission, the Theorycrafters of Rebirth will disavow any knowledge of your failure.
This post will self destruct in 5 seconds.
Good luck.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

mercury rising

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #2 on: September 13, 2024, 04:55:37 pm »
made a few additions red, my paperwork proves you wrong yet again. my personal experience also proves you wrong but hey you wont concede anything anyway but i do enjoy poking at you. ;D

Redlynne

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #3 on: September 13, 2024, 07:20:51 pm »
made a few additions red, my paperwork proves you wrong yet again. my personal experience also proves you wrong but hey you wont concede anything anyway but i do enjoy poking at you. ;D

Knowledge Shared Is Knowledge Multiplied.

I'm less interested in knowing WHAT you do, and the decisions you make, in your build choices.
I'm more interested in knowing WHY you do what you do and implement the decisions you make.

If I can understand the WHY, I can take that principle and apply it somewhat broadly elsewhere in other contexts.
Understanding the WHY then becomes a tool for use, to be skillfully applied. The WHAT is merely results, rather than the process of getting to those results.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

mercury rising

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #4 on: September 13, 2024, 09:07:45 pm »
Well if you truly read my post then you would know the why cause its all there. i made what i think a superior build to yours on paper. I also have used these tactics time and again in incarnate trials and task forces. Ive also learned from many here on rebirth giving me insight along the way. So many it's hard to mention and please forgive me if i missed anyone. Wyldhaunt,Sky-Forge,White Sparks, Profit, Redhand, Zed,Destan,Shendu Deamu. Also Galvanized Decree and many others. I also have had the priveledge of Running with Creed and his up to no good Secret Master runs. Zed,Hailey Comet,Tatmia and profit and many others have given me insight. I have every Secret Master badge and Run with specialized SMO builds, Draggynn even said i was a elite player but i'm just a good player that works well in a team and i make mistakes as well. You havent really complimented me and when you say a comparison you soon get into this is sad,why dont you have more procs.... but my numbers and results are just as good if not better. So now you know a bit about me. I also have been in rebirth since almost the start and my first incarnate leader was tirsada d'spite. I was just ok at first but learned over the years. This build will great in trials thats what it was built for, and if you build the powers just right with proper slotting you wont feel underpowered exemplared that much at all. My electric tank had all lvl 50 enhancements and didnt have a problem doing positron but he did have his accolades and those help alot Redlynne. Also a big Shoutout to Kismet who's great build ideas have fueled our SMO teams, a Super tanker and player.

« Last Edit: September 13, 2024, 09:28:37 pm by mercury rising »

Redlynne

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #5 on: September 14, 2024, 08:47:56 am »
Well if you truly read my post then you would know the why cause its all there. i made what i think a superior build to yours on paper.

If you already know the answer and understand the process that generated the answer, then there is nothing to explain.
If you're looking at the answer and have no idea how the process that generated that answer came up with that answer, there is a LOT that needs to be explained.

This is something that I see a LOT of in the CoH builds & theorycrafting community (not just here at Rebirth, but also at Homecoming and on reddit and elsewhere). There's a sort of "here's my answer/build, figure it out for yourself" posture that is taken by posters. When the inevitable questions about details arise, little effort is given towards a Show Your Work™ reply laying out the WHY behind all of the individual choices that yielded the completed whole.

Instead, what often occurs is a "Well my build WORKS, so if YOU don't understand it, that's a YOU problem!" tends to happen.
There's no effort given towards getting down into the weeds of "I made this decision HERE in order to support that objective THERE, which then all comes together LIKE SO..." in order to lay bare the fundamentals of thinking behind the myriad variety of build choices. I'm the kind of person who is always trying to do an Analysis of Alternatives to determine if there is another/better path to the same outcome, searching for more elegant solutions. This is why I frequently go to such lengths (and WALL OF TEXT CRITS YOU!!!) to try and give insights into the builds that I make (and post), showing the thought process behind the decisions.

For example ... I'm well aware of the practice of doing things that are "sub-optimal" in terms of slotting for individual powers in order to obtain global set bonuses that yield a superior final outcome in the holistic totality of a build. Things like spending more slots than "necessary" on powers in order to obtain 5/6-slot set bonuses being one of the more common examples of this phenomenon. A build can effectively "waste slots" in powers that don't "need" those extra slots in order to obtain global set bonuses that the overall build DOES need in order to function properly. Laying out the thinking behind those decisions and explaining how the competing pressures of priorities becomes important to understanding the thought process behind the decisions that aggregate into unified whole.

In other words, you can have the most Wonderful Build Ever™ and it completely and totally WORKS ... but if you can't educate other people on the HOWs and WHYs that make it work, then it's a lot more difficult to learn from the example.

Knowing that something works is different from knowing WHY something works the way it does.
It's the difference between being a User and a Designer, or an Engineer.



This is why, when I'm doing my critiques of the builds you're posting, I'm not just doing "You BAD/Me GOOD" without explanations. Instead, I'm doing an Analysis of Alternatives ... saying "You did THAT, but I would do THIS, and here's WHY" to make clear my purpose and intent behind doing something different. When I say, "you're making me cry" with your choices, that's because I'm looking at the alternatives and thinking about What COULD Have Been instead of seeing What You DID ... both of which speak to priorities and INTENT hiding behind the decisions that were made.

Ultimately, character builds are something akin to architecture ... in that they need to rest on a solid foundation and incorporate a LOT of detailed decisions to make them work properly when used by people.
How characters are "built" is not necessarily a SOLVED PROBLEM in the sense that there is a Single Best Build™ to be found and cookie cutter copied by everyone to defeat the meta game.

One of the things that I am extremely grateful for in the City of Heroes theorycrafting space for character builds is that there is no ONE SINGLE ANSWER for character builds that will "fit" all Players at all times in all circumstances. Instead, there are MANY PATHS to victory on the character building front, rather than a singular "best" way to do things (and if you don't do that, you're doing it WRONG).



Gamers, being lazy bahstids, typically want the quickest path to the easiest rewards. A lot of the time, most gamers DO NOT CARE to know WHY they should do things a certain way ... all they care about is knowing that some pathfinder paved the trail for them to follow. Somebody else "found it" ... it "works" ... that's all you need to know. Stick to the Meta and you can't go wrong.

Needless to say, I'm NOT one of the players who thinks that sticking to the Meta that everyone else takes as gospel is the best way to play.
My preferences for building and playing character (in this game or any other) often revolves around what can be charitably called "Off-Meta" ... where I take the (often ossified) Conventional Wisdom™, invert it ... and usually find something new that no one realized was even there.

Classic example (from 14 years ago) ... Leveraging REPEL in Kinetics ... to the surprise and astonishment of the theorycrafting community at the time, leading to new discoveries/ideas/tactics/strategies and build priorities.
« Last Edit: September 14, 2024, 08:51:20 am by Redlynne »


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Redlynne

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #6 on: September 14, 2024, 06:56:38 pm »
Level 30: Distortion Field
A: Gladiator's Net: Chance of Damage(Lethal)37: Gladiator's Net: Accuracy/Endurance/Recharge/Hold37: Gladiator's Net: Endurance/Recharge/Hold39: Gladiator's Net: Recharge/Hold

I may have found something unexpected about Distortion Field.

So on Ku no Ichi (Ninja/Time MM), I have Distortion Field slotted like so:
Level 16: Distortion Field
  • (A) Superior Winter Storm - Recharge/Chance for Cold Damage: Attuned
  • (40) Superior Winter Storm - Accuracy/Slow: Attuned
  • (40) Superior Winter Storm - Damage/Slow: Attuned
  • (42) Superior Winter Storm - Accuracy/Damage/Slow: Attuned
  • (42) Superior Winter Storm - Damage/Endurance/Slow: Attuned
Doing a click/drag/copy/paste to pull out the in-game information, I get this from the Show Details screen (bold added to highlight things to pay attention to when comparing with the City of Data v2.0 page for Distortion Field for Masterminds):
Activation Time:2.03s
Recharge Time:48.71s (1m 0s base)
Endurance Cost:11.54 (14.56)
Accuracy:1.59X (1.00X)
Available Level:16
Power Type:Click
Target Type:Location
Power Range:84.00 ft. (70.00 ft.)
Effect Area:Location -155.00% (-70.00%) run speed for 45.50s on target
-50.00% strength to recharge for 45.50s on target Ignores buffs and enhancements
-3.50 max run speed for 45.50s on target Ignores buffs and enhancements
-132.86% (-60.00%) fly speed for 45.50s on target
-70.00% strength to jump height for 46.25s on target Ignores buffs and enhancements
-155.00% (-70.00%) jump speed for 46.25s on target
2.00% chance for 3.00 magnitude hold for 1m 3s (47.68s base) on target after 0.25s delay Only when not Delayed
3.00% chance for 3.00 magnitude hold for 1m 3s (47.68s base) on target after 0.25s delay Only when Delayed

The Slow enhancement of Superior Winter Storm is having a very noticeable effect on movement (boosted by Alpha: T4 Intuition Radial) ... which is good, because that movement speed reduction is helping to keep Foes "trapped" within the Distortion Field.
However, the Distortion Field psuedopet is Autohit against Foe (Alive) and doesn't need any Accuracy help.

However, according to the Rebirth Wiki, the limit for movement debuffs is -90% and the limit for recharge debuffs is -75%.
Which then begs the question ... is a -155% movement speed debuff "wasteful" ... because only -90% of it "counts" and the remainder gets lost to the debuff cap? However, that "excess" would still be meaningful against Foes that have resistance to slows, so it isn't necessarily "wasted" under all circumstances.



So, for a Mastermind, the (base) debuff values to pay attention to are -60/-70% movement speeds (cap: -90%) and -50% recharge (cap: -75%).
For a Defender (again, according to City of Data v2.0 for Homecoming), the (base) debuff values to pay attention to are -78/-91% movement speeds (cap: -90%) and -65% recharge (cap: -75%).

However, the Purple Patch is going to make a difference here, so if your own Level is below that of Foes, they'll get "free resistance" to whatever you're throwing at them.
Foe Level: +0 = x1.0
Foe Level: +1 = x0.9
Foe Level: +2 = x0.8
Foe Level: +3 = x0.65
Foe Level: +4 = x0.48
Foe Level: +5 = x0.3

So that 155% Slow effect I've cited above is still yielding 155*0.65=100.75% Movement Slow (cap: 90%) against a $Target that is +3, but is only 155*0.48=74.4% against a $Target that is +4 ... so "overcapping the Slow enhancement" does have some value in terms of consistency in results.



Alright, that's nice ... but where am I going with this?



Originally, I was 5-slotting the Superior Winter Storm set in order to obtain "a lot of Slow enhancement" as well as the global set bonuses (with +10% Recharge @ 5 slots being the point of the exercise).
However, I'm now starting to question if such a slot plan is "optimal" or not, especially when branching out into other builds that can be potentially much more "slot hungry" for other powers (Dual Pistols is, in my opinion, EXTREMELY "slot hungry" if you take all 9 powers, since 6-slotting 8 of them will cost 40 extra slots!). Because of this, I'm looking at Distortion Field and wondering if the power could be EVEN BETTER with a different slotting arrangement.

Right now, I'm thinking that moving to something like this could be "ideal" regardless of Archetype.

Level : Distortion Field
  • (A) Slow IO: Level 50(+5)
  • (A) Slow IO: Level 50(+5)
  • (A) Basilisk's Gaze - Chance for -Recharge: Level 10
You want the Slow enhancement to keep Foes "trapped" within the AoE for longer.
The Basilisk's Gaze proc will yield a -50/-(50+25)=-75% Recharge debuff for Masterminds ... or a -65/-(65+25)=-90% Recharge debuff (cap: -75%) for Defenders.

That's important because the -Recharge debuffing works "backwards" from how you might expect.
  • -50% Recharge means that powers take 2x as long to recharge
  • -67% Recharge means that powers take 3x as long to recharge
  • -75% Recharge means that powers take 4x as long to recharge
So kind of like with Defense and Resistance, the closer you get to the cap the more return you get on investment.

Also, by NOT slotting any Recharge enhancement into the Distortion Field power itself, any procs put into the power will have the highest possible chance to proc.

On initial casting (as a Click), Distortion Field with no Recharge and only a Basilisk's Gaze (3.5 PPM) proc, -25% Recharge for 20s (can stack up to 5x!), slotted into it will have the following proc chance:
3.5 * ((60 / ( 1 + 0 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 111.34%) per $Target

The pseudopet spawned in the location, activating every 1.0s over the 45s duration will have the following proc chance:
3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 17.95% (10s lockout from proccing again after a proc) per $Target

By contrast, Pacing of the Turtle (3.5 PPM) is only a -20% Recharge for 20s (can also stack up to 5x!).



So, if you REALLY wanted to maximize the movement AND recharge debuff power of Distortion Field, you would probably want to 4-slot it like this, I'm now thinking:

Level : Distortion Field
  • (A) Slow IO: Level 50(+5)
  • (A) Slow IO: Level 50(+5)
  • (A) Basilisk's Gaze - Chance for -Recharge: Level 10
  • (A) Pacing of the Turtle - Chance for -Recharge: Level 20
Doubling up on the Basilisk's+Pacing is probably "overkill" except against $Targets where the Purple Patch is really working against you (Foes are +3, +4, +5, etc.) and you "need the extra" to stay close to the -Recharge cap limit of -75% after resistances factor in.

If you've got slots to spare, throwing in a Lockdown proc for +2 Mag Hold chance (just for shizzle) also remains an option.
But if you're on a tight budget with your slots, paring down to only 3 slots (the two common IOs and the Basilisk's proc) would seem to be a worthwhile tradeoff when dealing with "trash mobs" in iTrials and most Task Forces.
Let your global recharge (set bonuses, chrono shift, hasten, etc.) do the heavy lifting of reducing the recharge time on Distortion Field down from 60s to something closer to 20s, so you have have multiple "slow patches" out at a time, if you want.



Thoughts?
« Last Edit: September 15, 2024, 07:44:53 pm by Redlynne »


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mercury rising

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #7 on: September 15, 2024, 11:46:47 am »
reactive defenses in aero batics the why. Number 1 this toon is a flying character so having fly,hover aerobatics fits his story. speed,defense and flight contro in  Aerobatics has the same defense value as acrobatics more than double manuevers so it goes there.. The defender is already be very altrusic with all his support powers providin basically perma recharge for the team. You should be the best you can be as well. I go well rounded and shore up my defense any way i can. I pay attention to damage but i use set bonuses to get my damage.
In my personal experience as well i'll have a few  procs here and there but i dont rely on them soley for damage.
you can't proc your way past max damage

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #8 on: September 15, 2024, 01:08:29 pm »
Gamers, being lazy bahstids, typically want the quickest path to the easiest rewards. A lot of the time, most gamers DO NOT CARE to know WHY they should do things a certain way ... all they care about is knowing that some pathfinder paved the trail for them to follow. Somebody else "found it" ... it "works" ... that's all you need to know. Stick to the Meta and you can't go wrong. So by saying this are you telling me kismet is lazy? Kismet is our main tank for trials mostly and comes up with amazing proc bombs that decimate the walkers and avatar of hamidon. Kismet's teachings helped me develop better melee characters as well plus amazing insight into our smo builds for up to no good's strikes. We have about 90% success rate because of great builds and insights from my long list of players. i'll reiterate 1.Kismet2. wyldhaunt3. zed4. hailey comet5. redhand6.creed7.galvanized decree8. Ephy9. sky forge and many others that play this game that don't always go by the meta but what works time and time again. Sorry Redlynne i Don't find them lazy at all and i'm actually insulted by this statement. If it isn't your way its wrong is what you really say as well. You say to start just my opinion but then it degrades to this is sad and you make me cry jabbing at me saying i'm not doing it your way so this is totally wrong.

wyldhaunt

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #9 on: September 15, 2024, 05:07:21 pm »
Redlynne, mercury rising began posting his builds here partly because I asked that we do so more in our forums rather then just on Discord. I asked this because our forums are easier to navigate for history. Asking people to post builds here is already asking them to step out of their normal current process of discussing them on Discord. In my opinion, to then berate people because they don't provide dissertations on their numbers and reasoning is not very friendly. I'd rather not turn people off sharing their builds on these forums, so for that reason at the very least, may we just let people share w/o judgement? Asking questions sounds like a great thing, but berating does not. Also, and perhaps this is just my style, but it is part of my fun to pick apart builds and see what makes them work - I don't need the dissertations to do that.
The goal is fun! Currently playing Alpine, Amberguard, And Go, As Flow the Years, Sesia, aTomiGrrl, Blurp, N'Imp, Raspellius, and Wyldhaunt.

wyldhaunt on our Discord; was a Guardianite from Issue 2 to shutdown

Redlynne

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #10 on: September 15, 2024, 08:29:53 pm »
So by saying this are you telling me kismet is lazy?

Not by a long shot.
If anything, it sounds like Kismet has done the "hard work" that everyone uses as source material and a starting point for their own builds and explorations.
"If it worked for them, it ought to work for me too!"

What I am saying is that "cookie cutter-ism" has its limits.
Note that cookie cutter duplication is MUCH more of a problem in Blizzard games (Diablo franchise, World of Warcraft, etc.) than is typically the case here in City of Heroes ... mainly due to the sheer myriad of options available at every decision point.

By temperament and preference, I tend to "avoid" the well worn ruts of Conventional Wisdom™ that naturally develops within games in order to strike out and find my own off-meta/alternative solutions to build problems. In that respect, I prefer to be more "explorational" rather than "conventional" with my perspectives and assumptions.
Why?
Because I don't want to be a copy of everyone else. I prefer to Think Different™ and take the road less traveled ... because that is the path to making new discoveries.

Redlynne, mercury rising began posting his builds here partly because I asked that we do so more in our forums rather then just on Discord. I asked this because our forums are easier to navigate for history.

Reasonable.
Appropriate and welcome advice!

Asking people to post builds here is already asking them to step out of their normal current process of discussing them on Discord.

Habits can be hard to change, I know.

In my opinion, to then berate people because they don't provide dissertations on their numbers and reasoning is not very friendly. I'd rather not turn people off sharing their builds on these forums, so for that reason at the very least, may we just let people share w/o judgement? Asking questions sounds like a great thing, but berating does not. Also, and perhaps this is just my style, but it is part of my fun to pick apart builds and see what makes them work - I don't need the dissertations to do that.

I don't think of my interactions with mercury rising as "berating" him.
If anything, I think of our conversations as being something more akin to Peer Review. Present your thesis, be ready for questions/challenges to probe the thinking behind the assertions.

Obviously, mercury rising has a VERY DIFFERENT set of priorities and "main" criteria for what makes a good build "come together and WORK" in ways that are FUN to play.
mercury rising is NOT WRONG with taking that stance or planting their flag where they do on all of the various little choices involved in making a character build.

One of the "blessings" of how City of Heroes is structured game mechanically is that there is no SINGULAR BEST ANSWER when it comes to building characters. There are plentiful ways to build characters, many of which can be successful, rather than only just a chosen few that are "best" which everyone then copies (because they're "best").
Incarnate Trials place a certain configuration of demands on character build performance.
Secret Master of Task Forces have a different configuration of demands.
Exemplar friendly builds have another set of differing configuration of demands.
And so on and so forth.

What works AWESOME in one context may be horribly crippled in another context (iTrial vs Secret Master vs Exemplar, for example), so it's important to understand WHY a collection of decisions are made and to what purpose do they serve. That insight isn't necessarily always clear or obvious (and if you don't have Mids' to render things visually for you, stuff can get difficult to keep track of).

And just to be clear, in a "sauce for the goose" kind of way, I do this kind of "peer review" questioning of my own builds before publishing them ... I just don't publicize the "arguing with myself over details" like happens when engaging in a conversation about someone else's build.
There have been times when I go to look at one of my own older build posts and I just inwardly wince at some of the decisions I made.
I've looked at some of my old build posts and knowing what I know NOW, I want to cry over the errors in judgement I made earlier ... because now I know about alternatives that are superior (in my estimation).



Which means, that even if mercury rising and I don't necessarily agree on certain viewpoints and perspectives on builds, I am still immensely grateful that mercury rising is posting and sharing insights with everyone (not just me).
These forums are a resource and repository for EVERYONE ... they are NOT my personal playground/sandbox, nor am I the Ultimate Arbiter of what is good or what is bad in character builds.
This isn't my turf and I do not want to keep everyone else out of the pool.

so for that reason at the very least, may we just let people share w/o judgement?

Sharing without judgement (or questions) will result in less engagement and less "community" here.
I'm not entirely "sold" on the idea that posting builds to no responses from anyone will be ... sufficiently motivating to keep posting here.
My point being ... conversation good, silence not so much.
And speaking from experience ... it's been pretty QUIET in here until recently. ^_~
I for one welcome the uptick in activity in these forums.
« Last Edit: September 15, 2024, 08:32:25 pm by Redlynne »


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Redlynne

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #11 on: September 15, 2024, 11:04:02 pm »
reactive defenses in aero batics the why. Number 1 this toon is a flying character so having fly,hover aerobatics fits his story. speed,defense and flight contro in  Aerobatics has the same defense value as acrobatics more than double manuevers so it goes there.. The defender is already be very altrusic with all his support powers providin basically perma recharge for the team. You should be the best you can be as well. I go well rounded and shore up my defense any way i can.

Aha!
This is going to be one of those "differences in perspectives" moments. I've had the same conversation with people on CoH forums before, so allow me to explain where I'm coming from.

This is basically the same thing as the old Fighting: Weave vs Leadership: Maneuvers debates we used to have on the Paragon and later Homecoming forums. This is not a right/wrong type of thing so much as a difference in priorities.

From my perspective, Weave (and Aerobatics) fall into the bucket of "selfish buffs" because they only affect yourself.
By contrast, Maneuvers is a "team buff" which you benefit from, but not as much as you can from "selfish buffs" while soloing (or in a position away from teammates/leaguemates).
As you've (correctly) cited, 1x Aerobatics = 2x Maneuvers with the exact same slotting, that part is well known.

However, when you broaden out your scope from "just me" to a Team-8 situation, the calculus changes (slightly) if you assume everyone else on the team has used a similar rationale for how they build their characters too.
  • Team-1 Aerobatics = 2x Maneuvers
  • Team-2 Aerobatics = 2x Maneuvers
  • Team-3 Aerobatics = 2x Maneuvers
  • Team-4 Aerobatics = 2x Maneuvers
  • Team-5 Aerobatics = 2x Maneuvers
  • Team-6 Aerobatics = 2x Maneuvers
  • Team-7 Aerobatics = 2x Maneuvers
  • Team-8 Aerobatics = 2x Maneuvers
Contrast that with what happens with slotting Maneuvers instead of Aerobatics on all teammates.
  • Team-1 Maneuvers = 1x Maneuvers
  • Team-2 Maneuvers = 2x Maneuvers
  • Team-3 Maneuvers = 3x Maneuvers
  • Team-4 Maneuvers = 4x Maneuvers
  • Team-5 Maneuvers = 5x Maneuvers
  • Team-6 Maneuvers = 6x Maneuvers
  • Team-7 Maneuvers = 7x Maneuvers
  • Team-8 Maneuvers = 8x Maneuvers
The only circumstances where slotting Maneuvers instead of Aerobatics is "worse" is when soloing.
But if you're in a team with at least 1 other Leadership: Maneuvers added into the mix, not only are YOU "breaking even" on defense buffing ... so is everyone else around you. This is why I make the distinction between "selfish" and "team" here.

From my perspective, sacrificing a little bit of defense buff throughput when solo (slot Maneuvers vs slot Aerobatics) is easily compensated by the fact that a build which slots up Maneuvers makes EVERYONE AROUND YOU "better" at what they do.

Now assuming that you'll find 2 teammates (out of 8...) running Maneuvers may be something of a tall ask/order ... but it's a LOT easier to achieve that when YOU are 1 of the 8 (and only need +1 more to break even).
Finding 2 out of 8 who run Maneuvers can be challenging.
Finding 1 out of the other 7 who ALSO runs Maneuvers isn't that hard.

Slotting up Aerobatics is a "more for ME" approach.
Slotting up Maneuvers is a "more for EVERYONE" approach ... and if you set a good example for others to follow, it becomes easier to find like minded people to team up with who will likewise slot up Maneuvers instead of Aerobatics (or Weave, or whatever) to the benefit of ALL nearby to them, not just themselves.

Yes, Aerobatics is "double defense" relative to Maneuvers in Mids' ... but that's only when there's no one else running Maneuvers alongside you.

This is why in my own builds, I try to 6-slot Maneuvers with Reactive Defense (to get those SWEET set bonuses!).
Your mileage may vary, of course.

you can't proc your way past max damage
Actually, you can.
Procs fall outside of the damage buff cap limit.

Let's say the damage buff cap for your archetype is 400%.
If your damage gets buffed up to 400% (let's say, by Fulcrum Shift), then if you have no damage procs you're only going to be doing 400% damage.
If you've got a damage proc (such as Assault Radial for Double Hit, which is a 6 PPM proc), you'll be doing 400% damage PLUS the proc damage on top of that 400%.

Additionally, if there are resistance debuffs (procs or otherwise) on your $Target(s) then the 400% damage (plus damage procs, if any) will be MAGNIFIED even further!
A -100% resistance debuff (meaning you do 2x damage) is in effect, you're basically dealing 800% damage (plus 2x damage procs, if any) onto your $Target(s) in terms of throughput.

So depending on your point of view ... OH YES YOU CAN use procs to exceed your damage buff cap!

The downside to damage procs is that they are NOT buffed by damage buffs (enhancements, globals, siphon power/fulcrum shift, temporal selection, etc.).
BUT ... damage procs ARE buffed (in terms of throughput) by -resistance debuffs (AHA!) ... so the answer is perhaps a bit more nuanced than your assertion suggests, although CONTEXT is required.
« Last Edit: September 15, 2024, 11:06:30 pm by Redlynne »


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mercury rising

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Re: Drift away with Time Drifter, time manipulation/dual pistols
« Reply #12 on: September 15, 2024, 11:16:50 pm »
personally i take maneuvers only because i want extra defense or its one of the few defense powers i can get. If i'm a flying hero i'm not going to take just hover so i can give more to the team. You gonna tell superman he can only hover? please your explanation does not fit what i like to play. I'll take fly speed and flight control  with added defense over just having hover and maneuvers anyday. If you have seriously looked at any of my builds that are support focused you will see alot of attention there. I do set bonuses,i focus on raw damage and procs are just a few here and there maybe i'll get lucky.