Warning: Critique Incoming ... ^_~
Quote from: mercury rising on Sep 19, 2024, 10:14 AMA well rounded MM with great ranged damage,heals,buffs and debuffs.
That's Time Manipulation for you. ^_-
Quote from: mercury rising on Sep 19, 2024, 10:14 AMAlso a 101.25% recharge
In my experience, getting somewhere between 90-110% global recharge really isn't all that difficult with Time Manipulation.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMhoarfrost has my 3 global procs for damage resist.
I haven't done extensive research on the topic, but are there other alternative pool or epic/patron pools that would enable you to add a power that enables the slotting of these globals with fewer power picks required?
Just wondering if Chill Mastery is the exclusive option for this.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMPrimary powerset: Robotics
Secondary powerset: Time Manipulation
Pool powerset (#1): Flight
Pool powerset (#2): Leadership
Pool powerset (#3): Experimentation
Pool powerset (#4): Fighting
Epic powerset: Chill Mastery
No Speed pool for Hasten?
Guess you're not reaching for perma Hasten, perma Farsight or perma Chrono Shift.
Time Manipulation is pretty much the only powerset that I personally will reach for Hasten to achieve perma buffs on duration vs recharge (on the spreadsheet) for Farsight and Chronoshift.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 1: Time Crawl
A: Superior Witchcraft: Chance for Res Debuff
7: Superior Witchcraft: Universal Debuff/Endurance/Recharge
Are you sure this is the best place to put your Superior Witchcraft slotting?
Time Crawl is both single target and a Slow ONLY power.
I find that 4-slotting Witchcraft into Time's Juncture is a superior option.
You can choose the Debuff, Accuracy/Debuff, Debuff/Endurance/Recharge and Chance for Res Debuff for those 4 slots.
For Time Crawl, because of proc chance math, I prefer ZERO recharge (caps proc chance @ 90%), Accuracy enhancement (necessary!) and optionally one or both of the Slow Set Procs (smashing damage and/or -recharge). The Pacing of the Turtle proc turns Time Crawl into a "poor man's hold" due to the recharge debuffing (so higher priority) with the Impeded Swiftness proc for smashing damage being "nice to have" but by no means necessary.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 2: Temporal Mending
A: Preventive Medicine: Chance for +Absorb
9: Preventive Medicine: Heal/RechargeTime/Endurance
9: Preventive Medicine: Heal/RechargeTime
11: Preventive Medicine: Endurance/RechargeTime
11: Preventive Medicine: Heal/Endurance
17: Preventive Medicine: Heal
If you don't have Temporal Selection (or the slots for it), this is the best place to put Preventative Medicine with the Time Manipulation powerset.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 4: Pulse Rifle Burst
A: Decimation: Chance of Build Up
37: Decimation: Accuracy/Damage/Recharge
37: Decimation: Accuracy/Endurance/Recharge
40: Decimation: Damage/Recharge
40: Decimation: Damage/Endurance
After playing around with Decimation in Snap Shot for quite some time, I ultimately found the results to be a bit lackluster (hence why I dropped it in my most recent build). Let me explain why.
Unlike other procs (damage or status effect), Decimation is more of a "delayed gratification" type of proc. Its best use is at the point in an attack chain prior to 1+ (preferably 2+) AoE attacks that you can use reliably following the power you've got Decimation slotted into. The Decimation Build Up is HIGHLY advantageous when used during AoEs (especially 2+ of them). However, that introduces the difficulties of "delayed gratification" where the damage isn't instant, but only appears during followup attacks (which can result in Corpse Blasting). In extremely dynamic combat situations where HOT MURDER is being poured into the Kill Sphere™, that can potentially result in significant "wastage" of the potential of your Build Up procs.
Then there's the problem of how infrequently they happen. You simply CANNOT control or plan for buildup procs to occur at any time ... and if you're watching your buffs for the icon to appear, when it DOES proc, it's going to be too late to alter course into an alternative attack rotation (because the buff only lasts for 5.25 seconds, which isn't that long!
So far, my best success with "proc chance manipulation" using Decimation has been in Suppressive Fire for Dual Pistols, thanks to the (base) 20s recharge time with the 1.0 PPM. The final yield (with zero recharge enhancement) is a proc chance of:
- 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
Not exactly "reliable" ... but it's the highest I've been able to manage for a single target ranged attack (that does token damage, because the attack is mainly a mez power). Most single target ranged attacks have MUCH shorter recharge times (and thus commensurately lower proc chances).
Don't get me wrong, the Decimation proc is NICE when it procs!
The problem is the low chance to proc, making it remarkably "unreliable" in actual practice ... and that's before getting into the low base damage of Mastermind personal attack and the fact that you've only got ONE AoE personal attack if you aren't dipping into pools for AoE attacks.
Your Mileage May Vary warnings attached.
Something that I pretty much never see anyone doing is 5-slot Pulse Rifle Burst with a set and then add a Force Feedback proc into the 6th slot. Could be an easy work around to not taking Hasten (if you've got the slots for it).
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 6: Time's Juncture
A: Superior Winter Storm: Recharge/Chance for Cold Damage
34: Superior Winter Storm: Damage/Endurance/Slow
34: Superior Winter Storm: Accuracy/Damage/Slow
34: Superior Winter Storm: Endurance/Recharge
37: Superior Winter Storm: Accuracy/Slow
On balance, my "read" on things is the Winter Storm (slow only) works best in Distortion Field (slow only), while Witchcraft (universal debuff) works best in Time's Juncture (slow AND tohit debuff).
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 8: Photon Grenade
A: Annihilation: Chance for Res Debuff
21: Annihilation: Accuracy/Damage/Endurance/RechargeTime
33: Annihilation: Accuracy/Damage/RechargeTime
I'm worried that this might be sub-optimal slot investment going on here.
One thought that occurs would be to turn Photon Grenade into more of a status effect delivery power, rather than a raw damaging power.
(Superior) Frozen Blast has a Mag 3 for 8 seconds Immobilize proc (2.5 PPM normal, 3.5 PPM superior), while Razzle Dazzle has a Mag 2 for 8 seconds Immobilize proc (3.5 PPM).
Absolute Amazement will apply -7.5% ToHit Debuff for 10s (and can stack up to 10x ?!?!) so could be useful as a "Time's Juncture At Range" effect from Photon Grenades (4.5 PPM).
Stupefy has a Mag 6 KnockBACK (3.5 PPM) ... while Ragnarok has a KnockDOWN (3.5 PPM).
Photon Grenade has a 15 ft radius (so pretty modest) and a 16s recharge for a 1.87s cast time (according to
City of Data v2.0 for Homecoming). So with ZERO recharge enhancement:
- 3.5 * ((16 / ( 1 + 0 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 38.79%
- 4.5 * ((16 / ( 1 + 0 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 49.87%
Bare minimum, I'd be wanting to put the Annihilation, Absolute Amazement and Ragnarok procs into Photon Grenade as a frankenslotter. If I had room, I'd add in the Positron's Blast proc for extra "critical hit" damage.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 10: Fly
A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
Level 14: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
21: Blessing of the Zephyr: Knockback Reduction (4 points)
Level 16: Aerobatics
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
19: Blessing of the Zephyr: Knockback Reduction (4 points)
19: Shield Wall: +Res (Teleportation), +5% Res (All)
I presume you're angling for Group Fly, so as to help keep your Robots out of melee range.
Good choice, I was going to suggest doing so if you weren't moving in this direction already.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 18: Distortion Field
A: Lockdown: Chance for +2 Mag Hold
50: Lockdown: Accuracy/Recharge
Not how I would slot Distortion Field.
I prefer using Distortion Field as a "slow patch" (because that works 100% of the time) rather than as a "hold patch" (which works 2-3% of the time).
Adding the Lockdown proc "helps" with the chances to hold, but not meaningfully against anything above Minion/LT rank. It's POSSIBLE to hold Bosses with the Lockdown proc slotted, but it will happen so rarely as to be completely unexpected when (if) it ever happens.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 22: Time Stop
A: Unbreakable Constraint: Chance for Smashing Damage
23: Unbreakable Constraint: Endurance/Hold
23: Unbreakable Constraint: Accuracy/Recharge
25: Unbreakable Constraint: Accuracy/Hold/Recharge
25: Unbreakable Constraint: Hold
If you're slotting Time Stop for hold duration, why aren't you including a Lockdown proc in it so you can potentially Time Crawl+Time Stop+Lockdown proc hold Elite Bosses?
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 28: Farsight
A: Gaussian's Synchronized Fire-Control: Chance for Build Up
43: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
46: Gaussian's Synchronized Fire-Control: Recharge/Endurance
48: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
50: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
50: Gaussian's Synchronized Fire-Control: To Hit Buff
So ... every 90s or so, you'll get a 90% chance for a build up proc?
If the purpose is to 6-slot Gaussian's SOMEWHERE into your build, I would honestly recommend putting it into Tactics so as to use 2x HOs (+Defense, +ToHit) and a LotG global recharge slotted into Farsight.
There's even 2 types of HOs you can use ... +Defense, Endurance Reduction, +ToHit (
Cytoskeleton) ... or the alternative of +Defense, Recharge Reduction, +ToHit (
Membrane Exposure).
Use Cytoskeletons if you have Hasten and ~100% global recharge.
Use Membranes if you lack Hasten and want to make Farsight perma.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 30: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Kismet: Accuracy +6%31: Kismet: Defense/Endurance/Recharge
I've mentioned it before, so I won't belabor the point again.
I prefer to 6-slot Reactive Defenses into Maneuvers.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 32: Tactics
A: Adjusted Targeting: To Hit Buff/Endurance
33: Adjusted Targeting: To Hit Buff
33: Adjusted Targeting: To Hit Buff/Endurance/Recharge
There MUST have been better options to choose from than ... this ...
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 35: Slowed Response
A: Analyze Weakness: Chance for +ToHit
36: Analyze Weakness: Accuracy/Endurance/Recharge
36: Analyze Weakness: Defense Debuff/Endurance/Recharge
36: Analyze Weakness: Defense Debuff
I really don't understand this.
The Analyze Weakness proc will affect your Mastermind ONLY. Your Pets do not benefit.
Aside from that, all Slowed Response is doing for you is ... Defense and Resistance debuffing ... and that's it.
You could put in an Achilles' Heel proc AND a (Superior) Witchcraft proc for EVEN MORE Resistance Debuffing if you really wanted to.
Change Analyze Weakness for Shield Breaker and you could add a lethal damage proc into the mix.
Add Touch of Lady Grey for a negative energy damage proc.
You can actually get some pretty decent recharge slotted into Slowed Response before knocking the 3.5 PPM procs below the 90% chance to proc cap.
Missed opportunity here.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 38: Chrono Shift
A: Regenerative Tissue: +Regeneration
39: Regenerative Tissue: Heal/Endurance/Recharge
39: Regenerative Tissue: Heal/Recharge
39: Regenerative Tissue: Endurance/Recharge
40: Regenerative Tissue: Heal/Endurance
I must admit, this slotting has me stumped.
The only rationale I can think of for it is the 5-slot 5% global recharge bonus.
Personally, I would rather 5-slot Regenerative Tissue into Temportal Selection (so as to be able to cast it on 3 Allies concurrently, which includes Pets) and then simply 2-slot Chrono Shift with common Recharge IOs.
The "heal" and "recovery" portions of Chrono Shift only lasts 30 seconds, while the recharge boost lasts 90 seconds.
This is why you need ~300% recharge enhancement (from all sources, combined) in order to make Chrono Shift perma.
360 / (1+3) = 90s
If you don't have Hasten in your build, you're going to need to use Force Feedback procs in order to close the gap.
Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 49: Upgrade Robot
A: Invention: Recharge Reduction
Why isn't this power taken at Level 32?
Why delay taking it until Level 49?