Well ...Now that Redlynne is Level 50 (and tanking in Incarnate Trials) so she can earn
Astral Merits and
Empyrean Merits in order to "finance" development of alts ... I've been working on playing Ku no Ichi (my Ninja/Time Mastermind) and keeping her Goldside as a Praetorian, rather than moving over to Redside or Blueside, and I'm contemplating the notion of keeping her Gold (Resistance) forever and participate in Incarnate Trials (as a Mastermind) through Pocket D.
So yesterday, I was able to get Ku no Ichi up to Level 27 (which is the first opportunity to put slots into the T3 pet, Oni) ... and as I've been playing using the v1 build posted above ... I've started to notice that
some of the choices I made were not as "optimal" as I had been hoping for here on Rebirth.
The big one is slotting the Gaussian's Build Up proc into Tactics.
I've done it.
I've tested it ... and it's a waste of a slot.
Even with 6 pets summoned, the Gaussian's will barely proc at all (here on Rebirth).
I have seen it proc ... so it does "work" ... just not as well as I was wanting it to.
Here on Rebirth, it's making a SINGLE proc chance check every 10 seconds (because Tactics is a toggle) ... and it has only a SINGLE 6.5% chance to proc for basically 5 seconds worth of Build Up duration.
So ... nice to have ... but hardly something that is going to make much of a difference (when you need it to), since the uptime on the proc is functionally about 3% of the time (which isn't good enough) at times that are NOT of your choosing.
Since that has turned out to be such a disappointment, I decided to swap out the Gaussian's proc for a Rectified Reticle +Perception instead.
I checked the possibilities of using some kind of To-hit Buff enhancement, but in a One Slot Wonder configuration, the yields were all pretty much laughable (especially with as much Defense Debuffing as the Ninja/Time combination makes available).
The next major change I made to the v1 build was swapping around enhancement sets between Jounin, Oni and Time's Juncture.
Specifically, I moved the 2 enhancements of
Edict of the Master from Jounin to Oni (which is why I needed to wait until Level 27 to respec properly).
That then freed up those 2 slots in Jounin ... and I had noticed (while perusing around in Mids Reborn) that basically ALL of the attack powers of the Jounin feature a Defense Debuff, Slow or To-hit Debuff component to them.
And what combines ALL of those components into a single enhancement?
Why ... the
Witchcraft set (which can be catalyzed to become a Superior version at 50) of course!
The Universal Debuff set enhances:
- Defense Debuffs
- Slows
- To-hit Debuffs
So rather than putting the Witchcraft (-20%) Resistance Debuff proc into Time's Juncture (which as a toggle only gets a proc chance every 10 seconds) ... if the Resistance Debuff proc is slotted into Jounin ... they have LOTS of click attacks (up to 4 katana attacks, caltrops and a ranged poison dart!) and each and every single one of those clicks has a chance to proc the Resistance Debuff!
And at levels 24+ ... you summon TWO Jounin ... doubling the number of "click attacks" and proc chances!
This yields a MUCH more reliable "throughput" of vastly more proc chances being applied to whatever the Jounin are attacking, so the procs come out "faster" and more reliably often.
Those Resistance Debuff procs then "magnify" whatever damage is being done to that debuffed $Target ... from all sources.
I've even been able to see that since the
Witchcraft proc is NOT a "Grant Power" setup (like
Achilles Heel) the affected $Target(s) do not "cast the debuff onto themselves" (an arrangement that bypasses their own native resistances). Instead, with Witchcraft, it is the Caster applying the debuff to the $Target.
In both cases (Witchcraft and Achilles), the proc has a
Does not stack from same caster factor baked in ... so multiple procs are not additive (they do not stack), but rather they overwrite the previous proc (functionally resetting the duration and extending it).
However ... because Achilles (and other Grant Power implementations) cause the $Target to cast the debuff onto themselves, the
Does not stack from same caster is keyed to the $Target forced to cast the debuff onto themself.
With Witchcraft though ... it's different.
The Caster is affecting the $Target DIRECTLY ... meaning that different Casters can proc the Witchcraft Resistance Debuff onto the same $Target ... and the debuff
will stack because it is coming from different Casters!
I've actually seen this happen already with my respecced and reslotted Jounin, with the Witchcraft Resistance Debuff proc slotted into the Summon Jounin power.
Both Jounin attacked the same $Target and after it had been defeated (and the corpse disappeared) I noticed that there were TWO OVERLAPPING PENTAGRAMS on the floor where the corpse had fallen. I could tell that it was a pair of pentagrams because they were slightly rotated relative to each other (and not perfectly symmetrical evenly spaced between the star points of the pentagrams). It was very clear that the $Target had been debuffed TWICE by Wtichcraft ... not just once!
The downside to Witchcraft computing as a direct debuff from the caster, rather than as a grant power the $Target casts onto themself, is that because of how Resistances and Damage are coded "under the hood" inside the programming ... Resistances natively resist Debuffing. Arcanaville discovered this (back in the day), and it's why Defense Debuff Resistance had to be created so as to prevent a runaway COLLAPSE of Defense protection schemes when debuffed.
So if a $Target with a 50% Resistance gets debuffed by -20% ... it depends a LOT on where that debuff is coming from (game mechanically).
If the debuff is coming from a Foe ... the 50% Resistance modifies the Debuff before it gets applied to the Resistance value.
50 - (20 * 0.5) = 40% Resistance after being debuffed
If the debuff is coming from the affected $Target (via a Grant Power mechanic) ... then no native Resistance modifies the Debuff before it gets applied to the Resistance value.
50 - 20 = 30% Resistance after being debuffed
So
I think that the Witchcraft proc works differently from the Achilles Heel proc ... and because of that difference, the Witchcraft proc can be stacked from different casters ... and the two T2 Jounin ninja pets "count" as different casters for this proc (much like how the two T2 Protector Bots robotics pets can cast buffs that stack, or the two T2 Enforcers thugs pets can stack their leadership powers, because they're "different casters").
Without the Witchcraft proc available to Time's Juncture, I just reverted the preferred slotting there back to a 4-slot of
Dark Watcher's Despair (including the -Recharge proc) for the To-hit Debuffing and the 4-slot set bonus of +5% global recharge enhancement.
The next change I made was that after trying out the
Entomb proc in Distortion Field ... I found it to be really lackluster.
For one thing, I wasn't using Distortion Field (yet) all that often (because prior to Level 27 I didn't have any sets that could generate global recharge bonuses), so I didn't have it available "every spawn group" or even "every other spawn group" while leveling through First Ward story arcs. This lack of use of Distortion Field also meant that I basically wasn't getting much use of the the Entomb proc (don't use the power, don't get the proc benefits).
However, I had put only 5 slots into Time Stop in the v1 of the build posted above ... meaning that I could pull the Entomb proc slot from Distortion Field so as to put it into Time Stop ... and then go for an
Entomb: Acc/Hold/End 2-slot bonus to get the necessary accuracy and endurance slotted into Time Stop without exacerbating any proc chance reduction issues that come from slotting recharge into powers like Time Stop. The real beauty of this arrangement is that Entomb can be catalyzed to become Superior (increasing the +Absorb proc chance from 2PPM to 3PPM) at the "cost" of the proc adding +23.2% recharge at all Exemplar levels. However, for a 3.5PPM such as the damage procs use (
Ghost Widow's Embrace,
Neuronic Shutdown,
Gladiator's Net), the chance to proc falls only
slightly below the 90% cap ... at around 88.4% ... an entirely reasonable tradeoff (a 10/86th chance to not proc instead of a 10/100th chance to not proc). Given that the chance to proc Superior Entomb rises to ~75% from the chance to proc for Entomb of only about ~50% when using Time Stop (as a damaging proc monster power!), this feels like an entirely reasonable and respectable tradeoff to me.
Another change that I made for the v2 rebuild, informed by my actual gameplay experience here on Rebirth (rather than just theorycrafting into the VOID) is that ... if I'm going to be keeping Ku no Ichi as a Praetorian Goldsider "forever" ... then she is never going to get the opportunity to do any Villain Patron unlocks and therefore will never have the opportunity to pick up Mace Mastery (or the four Red/Blue Accolates for +HP and +END, but that's a separate issue). Which then means that orienting towards for a Ninja/Time/Mace build plan no longer made sense ... so Mace Mastery (and Power Boost with it!) was just going to Have To Go™.
However, if I dropped Power Boost (and Scorpion Shield in Mace Mastery) from the build plan ... that gave me two open One Slot Wonder™ power picks to choose from to replace them.
I also had Nano Net from
Gadgetry in the v1 build (at Level 49) for lack of any better ideas, but that power pick could easily be cannibalized too.
What to do? What to do?
All of the power picks from Levels 1-38 are pretty solidly "locked in" where they are so as to be able to get them all both as early as possible and as late as possible if they're needed for combinations with other powers (Tactics @ 24 just when the T1 pets are summoned as 3 and get -2 Level shifts, Hasten @ 30 in the last possible "open" power pick before Chrono Shift arrives @ 38) ... but there was one exception.
Temporal Selection
Temporal Selection isn't "needed" early on in quite the same way as a lot of other powers are (in either the Ninjas primary or the Time Manipulation secondary). It's a "nice to have" power (especially when slotted up with Preventative Medicine!) ... but that slotting has to be delayed until MUCH MUCH LATER (because it's lower on the priorities list for slots) and because it isn't a critical lynchpin of new capabilities added when the power gets used. Don't get me wrong, Temporal Selection is wonderful (when slotted up!) ... but until it gets slotted ... I just wasn't using it that often, even though it applies +Damage to pets(!).
So if I pulled Temporal Selection from the Level 16 power pick ... I could drop in Jetpack from Gadgetry @ 16 ... move Temporal Selection to Level 41 (keeping Leadership: Assault @ 44) ... and then have Levels 47 and 49 left open, which would be perfect for "completing my ninjistu training" by ending off with Stealth and Grant Invisibility from the Concealment pool instead (both of which can slot Luck of the Gambler +Recharge procs).
Jetpack can be slotted with the Blessing of the Zephyr Knockback Protection proc ... meaning I no longer needed the Karma Knockback Protection proc slotted into Farsight to do that job for me ... and could convert the slotting in Farsight over into 3x Hami-O: Cytoskeleton Exposures (End/Def/ToHit Buffs) and free up a slot for something else, or just go with a 4-slot Luck of the Gambler in Farsight. Still trying to decide on where to go with that one.
So yeah ... LOTS of changes pending for a v2.0 of this build, and I haven't finished deciding where all the bits and pieces are going to land (after tossing them up in the air like this!).
But however it all shakes out, I'm going to need to make a new post thread for it ... because the build I posted up above ... is already obsolete, based on my experiences of playing up to Level 27 (so far).
Plus, I've had to modify some of my keybind patterns (grr, no /em
fireworkbloom available to signal my pets to return to me!) ... so ... there's that to update too.