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Mind Control / Trick Arrow / Primal Forces Mastery

Started by Redlynne, Dec 07, 2024, 11:49 AM

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Redlynne

Over 5 years ago, the topic of combining Mind Control with Trick Arrow came up on the Homecoming Forums ... and all the way back then I contemplated the possibility of creating one of these Bicorns.


This is MOST DEFINITELY a * Hold My Beer * type of build, which goes against the grain of Conventional Wisdom™ (I know, go figure...) and comes out the other side with enough tricks up its sleeves in its quiver to take down Trapdoor and Captain Holtz+Honoree ... solo.



As for what this build can DO ... well ...


It's got The Three Tees™.
  • Telepathy
  • Telekinesis
  • Teleportation


And with that preamble out of the way, the (by now) customary warning label most definitely applies.

WALL OF TEXT CRITS YOU!!!

You have been warned.
Proceed at own risk.



Level 50 Natural Controller
Primary Power Set {9}: Mind Control
Secondary Power Set {8}: Trick Arrow
Power Pool {1}: Sorcery
Power Pool {1}: Speed
Power Pool {2}: Leadership
Ancillary Power Pool {3}: Primal Forces Mastery


Praetorian Loyalist Profile



Level 1: Mesmerize (A: 59.627%, D: 120.54405%, E: 33.127%, R: 59.627%) (Range: 51.875%)
  • (A) Apocalypse - Damage: Level 50
  • (43) Apocalypse - Damage/Recharge/Accuracy: Level 50
  • (43) Apocalypse - Recharge/Accuracy: Level 50
  • (45) Apocalypse - Damage/Endurance: Level 50
  • (45) Apocalypse - Chance of Negative Energy Damage: Level 50
    • 4.5 * ((6 / ( 1 + 59.627 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 40.72%
  • (50) Range IO: Level 50+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((6 / ( 1 + 59.627 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 54.29%

Level 1: Entangling Arrow (A: 33.33%, D: 0%, E: 0%, R: 0%) (Immobilize: 33.33%, Range: 20%)
  • (A) Endoplasm Exposure: Endoplasm Exposure++ (Accuracy/Mez)

Level 2: Levitate (A: 47.39125%, D: 100.508375%, E: 47.39125%, R: 52.6575%) (Knock: 173.721375%, Range: 20%)
  • (A) Kinetic Crash - Knock/Damage: Level 27+5
  • (3) Kinetic Crash - Knock/Accuracy: Level 27+5
  • (3) Kinetic Crash - Knock/Recharge: Level 27+5
  • (5) Kinetic Crash - Recharge/Endurance: Level 27+5
  • (5) Kinetic Crash - Knock/Damage/Endurance: Level 27+5
  • (7) Kinetic Crash - Knock/Damage/Accuracy: Level 27+5
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((6 / ( 1 + 52.6575 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 58%

Level 4: Dominate (A: 44.75875%, D: 104.8934%, E: 39.4925%, R: 65.82125%) (Hold: 117.4725%, Range: 62.799%)
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 27+5
  • (13) Basilisk's Gaze - Recharge/Hold: Level 27+5
  • (15) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27+5
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27+5
  • (42) Centriole Exposure++ (Damage/Range)
  • (43) Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((8 / ( 1 + 38.5 / 100 )) + 1.1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 68.76%

Level 6: Confuse (A: 59.627%, D: 0%, E: 33.127%, R: 89.9278%) (Confuse: 101.855%, Range: 20%)
  • (A) Coercive Persuasion - Confuse: Level 50
  • (7) Coercive Persuasion - Confuse/Recharge: Level 50
  • (9) Coercive Persuasion - Confuse/Recharge/Accuracy: Level 50
  • (9) Coercive Persuasion - Recharge/Accuracy: Level 50
  • (11) Coercive Persuasion - Confuse/Endurance: Level 50
  • (11) Coercive Persuasion - Chance of 20ft AoE mag 3 Contagious Confusion for 10s (33%): Level 50

Level 8: Mass Hypnosis (A: 47.39125%, D: 0%, E: 52.6575%, R: 21.0625%) (Range: 41.063%, Sleep: 73.348%)
  • (A) Call of the Sandman - Chance of Self Heal (3.0 PPM): Level 20
    • 3.0 * ((45 / ( 1 + 89.9278 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 41.36% per $Target
  • (45) Call of the Sandman - Endurance/Sleep: Level 27+5
  • (46) Call of the Sandman - Accuracy/Endurance: Level 27+5
  • (46) Call of the Sandman - Sleep/Range: Level 27+5
  • (46) Call of the Sandman - Accuracy/Sleep/Recharge: Level 27+5

Level 10: Mystic Flight (A: %, D: 0%, E: 36.663%, R: 0%) (Fly: 36.663%)
  • (A) Microfilament Exposure++ (Endurance/Fly/Jump/Run)

Level 12: Telekinesis (A: 0%, D: 0%, E: 95.9%, R: 0%) (Hold: 33%, Range: 20%)
  • (A) Endurance IO: Level 50+5
  • (13) Endurance IO: Level 50+5

Level 14: Flash Arrow (A: 59.627%, D: 0%, E: 53%, R: 53%) (Range: 20%, ToHit Debuff: 71.4855%)
  • (A) Superior Witchcraft - Universal Debuff: Attuned
  • (15) Superior Witchcraft - Accuracy/ Universal Debuff: Attuned
  • (17) Superior Witchcraft - Universal Debuff/Endurance/Recharge: Attuned
  • (17) Superior Witchcraft - Accuracy/Endurance/Recharge: Attuned

Level 16: Glue Arrow (A: 0%, D: 0%, E: 0%, R: 0%) (Range: 20%, Slow: 33%)
  • (A) Pacing of the Turtle - Chance of 20% -Recharge for 20s (3.5 PPM): Level 20
    • 3.5 * ((60 / ( 1 + 0 / 100 )) + 1.16) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 90% per $Target (Pre-clamp: 114.74%) when cast
    • 3.5 * 10 / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 18.76% per $Target every 10s over 60s duration

Level 18: Total Domination (A: 59.627%, D: 0%, E: 33.127%, R: 89.9278%) (Hold: 125.5131%, Range: 20%)
  • (A) Unbreakable Constraint - Hold: Level 50
  • (19) Unbreakable Constraint - Hold/Recharge: Level 50
  • (19) Unbreakable Constraint - Hold/Recharge/Accuracy: Level 50
  • (39) Unbreakable Constraint - Recharge/Accuracy: Level 50
  • (39) Unbreakable Constraint - Hold/Endurance: Level 50
  • (39) Lockdown - Chance of +2 Hold for 8s (2.5 PPM): Level 30
    • 2.5 * ((240 / ( 1 + 89.9278 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 40,000))) = 90% per $Target (Pre-clamp: 199.06%)

Level 20: Ice Arrow (A: 52.816%, D: 0%, E: 52.816%, R: 87.4987%) (Hold: 121.04145%, Range: 20%)
  • (A) Superior Overpowering Presence - Accuracy/Control: Level 50
  • (21) Superior Overpowering Presence - Control/Recharge: Level 50
  • (21) Superior Overpowering Presence - Endurance/Recharge: Level 50
  • (23) Superior Overpowering Presence - Accuracy/Control/Endurance: Level 50
  • (23) Superior Overpowering Presence - Accuracy/Control/Endurance/Recharge: Level 50
  • (25) Superior Overpowering Presence - Recharge/Chance of Energy Font (2.0 PPM)l: Level 50
    • 2.0 * ((18 / ( 1 + 87.4987 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 37.57%

Level 22: Poison Gas Arrow (A: 52.816%, D: 0%, E: 52.816%, R: 87.4987%) (Range: 20%, Sleep: 121.04145%)
  • (A) Superior Will of the Controller - Accuracy/Control: Level 50
  • (25) Superior Will of the Controller - Control/Recharge: Level 50
  • (27) Superior Will of the Controller - Endurance/Recharge: Level 50
  • (27) Superior Will of the Controller - Accuracy/Control/Recharge: Level 50
  • (29) Superior Will of the Controller - Accuracy/Control/Endurance/Recharge: Level 50
  • (29) Superior Will of the Controller - Recharge/Chance of Psionic Damage (5.0 PPM): Level 50
    • 5.0 * ((45 / ( 1 + 96.8948 / 100 )) + 1.16) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 64.36% per $Target when cast
    • 5.0 * 10 / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 26.80% per $Target every 10s over 20s duration

Level 24: Acid Arrow (A: 26.5%, D: 64%, E: 26.5%, R: 0%) (Defense Debuff: 33%, Range: 20%)
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (40) Rolling Barrage - Damage/Endurance: Level 27+5
  • (40) Superior Witchcraft - Chance of -20% Resistance for 10s (6.0 PPM): Attuned
    • 6.0 * ((20 / ( 1 + 0 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 40,000))) = 90% per $Target (Pre-clamp: 118.4%)
  • (40) Achilles' Heel - Chance of -20% Resistance for 10s (3.5 PPM): Level 10
    • 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 40,000))) = 69.07% per $Target
  • (42) Annihilation - Chance of -12.5% Resistance for 10s (3.0 PPM): Level 20
    • 3.0 * ((20 / ( 1 + 0 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 40,000))) = 59.2% per $Target
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((20 / ( 1 + 0 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 40,000))) = 90% per $Target (Pre-clamp: 118.4%)

Level 26: Terrify (A: 52.82875%, D: 121.547625%, E: 52.82875%, R: 23.189%) (Fear: 26.5%, Range: 49.469%)
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (31) Rolling Barrage - Damage/Endurance: Level 27+5
  • (31) Superior The Haunting - Accuracy/Fear/Endurance: Attuned
  • (34) Superior The Haunting - Recharge/Chance to summon Ghosts (5.0 PPM): Attuned
    • 5.0 * ((40 / ( 1 + 23.189 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 40,000))) = 47.42% per $Target
  • (34) Centriole Exposure++ (Dam/Range)
  • (37) Centriole Exposure++ (Dam/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((40 / ( 1 + 23.189 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 40,000))) = 59.91% per $Target

Level 28: Disruption Arrow (A: 0%, D: 0%, E: 0%, R: 53%) (Range: 20%)
  • (A) Recharge IO: Level 50+5

Level 30: Hasten (A: 0%, D: 0%, E: 0%, R: 95.9%)
  • (A) Recharge IO: Level 50+5
  • (31) Recharge IO: Level 50+5

Level 32: Mass Confusion (A: 73.78%, D: 0%, E: 53%, R: 47.7%) (Confuse: 73.78%, Range: 35.937)
  • (A) Malaise's Illusions - Accuracy/Recharge: Level 27+5
  • (33) Malaise's Illusions - Endurance/Confuse: Level 27+5
  • (33) Malaise's Illusions - Accuracy/Endurance: Level 27+5
  • (33) Malaise's Illusions - Confuse/Range: Level 27+5
  • (34) Malaise's Illusions - Accuracy/Confuse/Recharge: Level 27+5

Level 35: Oil Slick Arrow (A: 0%, D: 121.7575875%, E: 42.125%, R: 68.45375%) (Range: 62.799%, Slow: 54.0625%)
  • (A) Rolling Barrage - Damage/Recharge: Level 27+5
  • (36) Rolling Barrage - Damage/Endurance/Recharge: Level 27+5
  • (36) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27+5
  • (36) Pacing of the Turtle - Chance of 20% -Recharge for 20s (3.5 PPM): Level 20
    • 3.5 * 10 / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 18.76% per $Target (Pre-clamp: 0%)
  • (37) Centriole Exposure++ (Dam/Range)
  • (37) Centriole Exposure++ (Dam/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * 10 / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 40,000))) = 32.16% per $Target every 10s over 15s duration

Level 38: Assault (A: 0%, D: 0%, E: 53%, R: 0%)
  • (A) Endurance IO: Level 50+5

Level 41: Tactics (A: 0%, D: 0%, E: 36.663%, R: 0%) (ToHit Buff: 22%)
  • (A) Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 44: Conserve Power (A: 0%, D: 0%, E: 0%, R: 53%)
  • (A) Recharge IO: Level 50+5

Level 47: Energy Torrent (A: 47.52875%, D: 118.703625%, E: 47.52875%, R: 0%) (Range: 20%)
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (48) Rolling Barrage - Damage/Endurance: Level 27+5
  • (48) Overwhelming Force - Accuracy/Damage/Endurance: Attuned
  • (48) Overwhelming Force - Damage/Chance of Knockdown/Knockback to Knockdown (20%): Attuned
  • (50) Force Feedback - Chance of +100% Recharge for 5s (2.0 PPM): Level
    • 2.0 * ((24 / ( 1 + 0 / 100 )) + 1.07) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 45 + 540) / 40,000))) = 47.05%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((24 / ( 1 + 0 / 100 )) + 1.07) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 45 + 540) / 40,000))) = 90% (Pre-clamp: 141.14%) per $Target

Level 49: Power Boost (A: 0%, D: 0%, E: 0%, R: 95.9%)
  • (A) Recharge IO: Level 50+5
  • (50) Recharge IO: Level 50+5


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne

Level 1: Containment
Level 1: Brawl (A: 33.33%, D: 33.33%, E: 0%, R: 0%)

  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide
  • (A) Run Speed IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5
Level 1: Prestige Power Dash
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Quick
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Rush
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Inexhaustability - Out of Combat +Hit Points/Endurance: Attuned
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health
  • (A) Regenerative Tissue - +25% Regeneration: Level 10
  • (8 ) Miracle - 15% Recovery: Level 20
  • (16) Numina's Convalescence - 10% Recovery and 10% Regeneration: Level 30
Level 2: Stamina
  • (A) Performance Shifter - Chance for +10% End (1.5 PPM): Level 21
    • 1.5 * 10 / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 40,000))) = 25% per 10s
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run
Level 10: Translocation (A: 0%, D: 0%, E: 0%, R: 0%) (Range: 20%)

Level 50: Alpha Intuition Radial Paragon
Level 50: Judgement Vorpal Radial Final Judgement
Level 50: Interface Cognitive Core Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Ageless Core Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless Genesis




Set Bonuses (to verify The Law of Fives is not being violated)

15% Accuracy (Unbreakable Constraint: 4)
15% Accuracy (Superior Will of the Controller: 4)
= +30%

4% Confuse duration (Coercive Persuasion: 3)
4% Confuse duration (Superior Overpowering Presence: 2)
4% Confuse duration (Superior Will of the Controller: 3)
2.5% Confuse duration (Malaise's Illusions: 3)
= +14.5%

2.5% Damage (Malaise's Illusions: 4)
4% Damage (Apocalypse: 4)
4% Damage (Coercive Persuasion: 4)
4% Damage (Superior Witchcraft: 2)
4% Damage (Superior Will of the Controller: 2)
4% Damage (Superior The Haunting: 2)
= +22.5%

1.25% Defense Ranged, 2.5% Defense E/N (Basilisk's Gaze: 2)
5% Defense Ranged, 2.5% Defense E/N (Coercive Persuasion: 6)
2.5% Defense Ranged, 5% Defense E/N (Superior Witchcraft: 3)
2.5% Defense Ranged, 5% Defense E/N (Superior Overpowering Presence: 6)
2.5% Defense Ranged, 5% Defense E/N (Superior Will of the Controller: 6)
= +13.75%, +20%

4.4% Fear duration (Superior Overpowering Presence: 2)
4.4% Fear duration (Superior Will of the Controller: 3)
= +8.8%

4% Hold duration (Superior Overpowering Presence: 2)
4% Hold duration (Superior Will of the Controller: 3)
= +8%

8% Immobilize duration (Superior Overpowering Presence: 2)
8% Immobilize duration (Superior Will of the Controller: 3)
= +16%

-3 Knockback Protection (Kinetic Crash: 4)

2.25% Max Endurance (Call of the Sandman: 4)

1.875% Max Health (Call of the Sandman: 3)
3% Max Health (Apocalypse: 3)
3% Max Health (Superior Overpowering Presence: 3)
= +7.875%

4.5% Movement Speed (Kinetic Crash: 2)
7.5% Movement Speed (Endless Nightmare: 2)
= +12%

7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
= +30%

6.25% Recharge (Malaise's Illusions: 5)
6.25% Recharge (Call of the Sandman: 5)
7.5% Recharge (Kinetic Crash: 6)
7.5% Recharge (Basilisk's Gaze: 4)
10% Recharge (Apocalypse: 5)
10% Recharge (Coercive Persuasion: 5)
10% Recharge (Superior Witchcraft: 4)
10% Recharge (Unbreakable Constraint: 5)
10% Recharge (Superior Will of the Controller: 5)
= +77.5%

2% Recovery (Basilisk's Gaze: 3)
2.5% Recovery (Malaise's Illusions: 2)
4% Recovery (Coercive Persuasion: 2)
4% Recovery (Superior Overpowering Presence: 5)
4% Recovery (Unbreakable Constraint: 2)
= +16.5%

6% Regeneration (Kinetic Crash: 5)
12% Regeneration (Overwhelming Force: 2)
16% Regeneration (Apocalypse: 2)
= +34%

2.25% Resistance S/L, 3.75% Resistance Mez (Kinetic Crash: 3)
6% Resistance S/L, 10% Resistance Mez (Superior Overpowering Presence: 4)
= +8.25%, +13.75%

6% Resistance F/C, 10% Resistance Mez (Unbreakable Constraint: 3)

2.25% Resistance T/P, 3.75% Resistance Mez (Pacing of the Turtle: 2)

5% Sleep duration (Call of the Sandman: 2)
8% Sleep duration (Superior Overpowering Presence: 2)
8% Sleep duration (Superior Will of the Controller: 3)
= +21%

4% Stun duration (Superior Overpowering Presence: 2)
4% Stun duration (Superior Will of the Controller: 3)
= +8%




Rebirth Issue 4 Patch Notes

QuoteTrick Arrow has finally received its long-awaited revamp in Rebirth Issue 4.


The Trick Arrow set was long overshadowed by other support sets, having lackluster effects on many of its powers and demanding that its users spend large amounts of time deploying many different arrows at the start of each fight to gain the set's full benefits. These weaknesses have been addressed by two sets of changes.

Power changes

Many Trick Arrow powers were previously weaker than similar powers in other sets, making the set's overall contribution significantly lower than other sets. To fix this, the base stats of many Trick Arrow powers have been improved to bring the set's total contribution up to par with other sets.

  • Entangling Arrow: Slow increased from scale 0.1 to scale 0.4 (50% for defenders, 40% others), added scale 2.5 damage debuff (31.25% for defenders, 25% corruptors/controllers, 18.75% for masterminds)
  • Flash Arrow: Added additional scale 1 tohit debuff (total of scale 1.5, the original 0.5 remaining irresistible - 18.75% for defenders, 15% corruptors/controllers, 11.25% masterminds)
  • Glue Arrow: Increased -recharge from 20% to 40%
  • Ice Arrow: Slow increased from scale 0.1 to scale 0.4
  • Poison Gas Arrow: Added -150% regen, duration increased to 30s to match the set's other persistent location aoes
  • Acid Arrow: Resistance debuff increased from scale 2 to scale 3 (30% defender, 22.5% others) to match standard resistance debuff powers, radius increased from 8 feet to 10 feet.
  • Disruption Arrow: Resistance debuff increased from scale 2 to scale 3 (30% defender, 22.5% others) to match standard resistance debuff powers, target cap increased to the standard 16
  • Oil Slick Arrow: No stat changes
  • EMP Arrow: Recovery crash reduced from -10000% to -100%

The range of all Trick Arrow powers has also been standardized to 80 feet.



Synergy effects

Since all Trick Arrow powers apply to enemy targets only rather than including buff or healing powers like other sets, the set requires a large amount of time to be invested in setting up arrows at the start of each fight. This means that it deploys its support capabilities slower than other sets, and also cuts into the time available for using other powers. Having only enemy-affecting powers is an important part of the set's identity and is not being changed, so instead, this drawback has been addressed by adding synergy effects between powers in the set. Using two or more Trick Arrow powers in a row now can give bonus effects, making them more than the sum of their parts and ensuring that Trick Arrow users are properly compensated for their investment of animation time.

  • Flash Arrow: Places 'Dazzled' effect - dazzled enemies have a minor accuracy penalty and suffer 20% increased defense and resistance debuffs from Acid Arrow, Disruption Arrow, and Oil Slick Arrow, plus an increased knockdown chance from Oil Slick Arrow.
  • Glue Arrow: Enemies slowed by Glue Arrow take 20% increased damage from a burning Oil Slick Arrow.
  • Acid Arrow: Places 'Acid Burn' effect - acid burned enemies suffer 20% increased -tohit and -regeneration debuffs, slows, and endurance drain from Entangling Arrow, Flash Arrow, Glue Arrow, Ice Arrow, Poison Gas Arrow, Oil Slick Arrow, and EMP Arrow.
  • Disruption Arrow: Enemies suffer reduced mez resistance, increasing mez durations (-40% for defenders, -33% for everyone else). Additionally, Entangling Arrow, Ice Arrow, Poison Gas Arrow, and EMP Arrow gain +1 magnitude to their mezzes against affected targets.
  • Oil Slick Arrow: The existing Oil Slick Burn effect has been converted into an in-set synergy by allowing Flash Arrow and EMP Arrow to ignite the oil slick.

Go forth and show the world the power of pointy sticks!

Easy takeaways (relevant to the above build):
  • Flash Arrow FIRST in order to magnify debuffs from Acid Arrow and Disruption Arrow.
  • Disruption Arrow BEFORE using Mez attacks, since the Mez resistance debuff will increase Mez durations, making it easier to "deeply stack" Mag on AVs/GMs and overcome PToD protections.
  • Foes debuffed by Disruption Arrow add +1 Mag to Entangling Arrow (from 3 to 4 Immobilize), Ice Arrow (from 3 to 4 Hold) and Poison Gas Arrow (from 2 to 3 Sleep).
  • Acid Arrow magnifies debuffs from Flash Arrow, Glue Arrow, Ice Arrow, Poison Gas Arrow and Oil Slick Arrow.
  • Flash Arrow -> Acid Arrow -> Glue Arrow -> Disruption Arrow -> Oil Slick Arrow -> Light 'Em Up = MAXIMUM PAIN


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne

All powers gain +20% range from Alpha T4 Intuition Radial (with a 2/3 ED bypass) and an additional +30% range from global set bonuses, not including any range boosting on enhancements slotted into powers (which are subject to Schedule B limitations from ED).

  • Mesmerize: 100 -> 181.875ft range
  • Levitate: 80 -> 120ft range
  • Dominate: 80 -> 154.2392ft range
  • Confuse: 80 -> 120ft range (Persuasive Confusion proc is 20ft target radius, 33% chance)
  • Mass Hypnosis: 80 -> 136.8504ft range, 25ft target radius
  • Telekinesis: 50 -> 75ft range, 10ft target radius
  • Total Domination: 80 -> 120ft range, 20ft target radius
  • Terrify: 60 -> 107.6814ft radius, 90º cone
  • Mass Confusion: 80 -> 120ft range, 25ft target radius


  • Entangling Arrow: 80 -> 120ft range
  • Flash Arrow: 80 -> 120ft range, 35ft target radius
  • Glue Arrow: 80 -> 120ft range, 25ft location radius
  • Ice Arrow: 80 -> 120ft range
  • Poison Gas Arrow: 80 -> 120ft range, 25fr target radius
  • Acid Arrow: 80 -> 120ft range, 10ft target radius
  • Disruption Arrow: 80 -> 120ft range, 25ft location radius
  • Oil Slick Arrow: 80 -> 120ft range, 25ft location radius


  • Translocation: 350 -> 525ft range(?)
  • Energy Torrent: 40 -> 60ft radius, 45º cone
  • Vorpal Radial Final Judgement: 120 -> 180ft radius, 120º cone(?)



Note that this means that Mesmerize can be (easily!) used as a "snipe" range power during Bomb Runs in the Underground iTrial.
Dominate can also be used as a "snipe" range power, although that's riskier to use against Bombs in the Underground iTrial because Bombs have a 154ft detect power on a 1s activation cycle (hence the call for snipes when doing Bomb Runs).



Damaging powers that can proc Interface Cognitive Core and Hybrid Assault Radial when cast:
  • Mesmerize (ST)
  • Levitate (ST)
  • Dominate (ST)
  • Terrify (Cone)
  • Acid Arrow (TAoE)
  • Energy Torrent (Cone)
  • Vorpal Judgement (Cone)

This means that Acid Arrow becomes the (small) Target AoE attack for Interface procs, while Terrify, Energy Torrent and Vorpal Judgement are the (big) Cone attacks that will produce Interface procs. I'm deliberately going for Cognitive Core+Genesis Socket so as to be able to potentially stack Confuse procs (4.3s base duration) from rapid fire damaging attacks, which can potentially synergize with use of Confuse slotted with the Coercive Persuasion proc as an alternative means of augmenting damage output (by "borrowing" attacks from Foes via confused status) while simultaneously reducing the amount of harm to allies that Foes are capable of dishing out. Very much a soft control (confuse), but also a highly opportunistic one in this build which can be inflicted from very long range (including outside of immediate retaliation distances, particularly when "attacking into traffic" where the agro magnets are "holding court").

Hybrid Assault Radial and Genesis Socket Radial help to ensure that there are "plentiful" options for lighting up an Oil Slick without needing to resort to natively Fire or Energy damage attack powers only need apply.



Where things start getting fun is with the way the recharge stacks up in this build ... between slotting, Hasten and global recharge factors ... and that's before throwing variables such as Destiny Ageless and Force Feedback procs into the mix. If we take the variables out and assume perma-Hasten (which isn't that unreasonable of a starting point), here is what results:

  • Hasten (+243.4%): 450s -> 131.04s
So with an ~11s gap on being able to make Hasten perma, but that is before including the (decaying) recharge buffing of Destiny Ageless and Force Feedback procs from Energy Torrent. Add those variables into the mix and recharge times start dropping even further than the simplified assumption above ... such that Hasten CAN be made perma with just a few Force Feedback procs every 120 seconds.

The way that I calculate how many Force Feedback procs are needed during the 120s duration of Hasten in order to "close the perma gap" is by taking the base recharge time and multiplying it by 100. This gives us a total of 45,000 to reach by adding up to get there.

Each second, add 100 to the total (baseline, unmodified recharge) ... so with no recharge whatsoever, it takes 100*450=45,000 or 450s @ 100 per second to add up to 45,000 ... at which point Hasten is recharged (ignoring the fact that the recharge from Hasten buffs the recharge speed of Hasten, for the moment).

You then simply add the recharge buff % amount to the 100 baseline per second mentioned above. So an otherwise unmodified Hasten, adding +70% global recharge would be adding 170 per second to the recharge count, at which point the question becomes, how many 1 second increments of addition are needed until reaching a total of 45,000 (at which point Hasten is recharged).
Answer: 45,000/170=264.706s

So using this methodology, it's then possible to work out how many Force Feedback procs are necessary to "close the gap" on making Hasten perma. That's because a +100% recharge proc for 5 seconds "counts" as a +500 addition for each proc onto the recharge stack.

+243.4% recharge from all sources (enhancement slotting, global set bonuses and the +70% from Hasten itself) means that over 120 seconds, a total of (100+243.4)*120=41,208 will have been realized. Since the "goal" is to reach 45,000 in order to make Hasten perma, the shortfall is 45,000-41,208=3792 ... which in multiples of 500 equals 8 procs of Force Feedback by Energy Torrent during the 120s of duration before needing to click Hasten again (presumably on autofire).

This is where Destiny Ageless Core comes into the mix, so as to reduce the number of Force Feedback procs "needed" every 120s in order to make Hasten perma. The recharge buff decay curve for T4 Ageless Core looks like this:
  • +70% for 10s
  • +30% for 20s
  • +20% for 30s
  • +10% for 60s
Total all of that up and you get:
70*10 + 30*20 + 20*30 + 10*60 = +2500 over 120s of the duration of Ageless ... basically the same as 5x Force Feedback procs (@ +500 each, as explained above).

8 - 3 = 3x Force Feedback procs "needed" per 120s (average: 1 per 40 seconds) in order to achieve perma-Hasten while operating under Destiny T4 Ageless Core (assuming "perfect" timing on the necessary Clicks).

Point being that with Force Feedback procs in Levitate and Energy Torrent, achieving 3-8x Force Feedback procs per 120s is not impossible/unreasonable ... and if you "don't make it" it's not the end of the world (of confusion). If Hasten doesn't autofire exactly @ 120s, that probably means you aren't in heavy combat, so extreme recharge of powers becomes less of an issue.


So, assuming that Hasten is active, but the variable global recharge of Force Feedback procs from  Energy Torrent and the over time decay of Ageless are not in effect, the following total recharge buffs and times are what computes out for all Click powers plus Telekinesis (enhancement slotting+global recharge set bonuses+Hasten):

  • Mesmerize (+207.127%): 6s -> 1.95s
  • Levitate (+200.1575%): 6s -> 2.00s
  • Dominate (213.32125+%): 8s -> 2.55s
  • Confuse (+237.4278%): 8s -> 2.37s
  • Mass Hypnosis (+168.5625%): 45s -> 16.76s
  • Telekinesis (+147.5%): 60s -> 24.24s
  • Total Domination (+237.4278%): 240s -> 71.13s
  • Terrify (+170.689%): 40s -> 14.78s
  • Mass Confusion (+195.2%): 240s -> 81.30s


  • Entangling Arrow (147.5+%): 4s -> 1.62s
  • Flash Arrow (+200.5%): 15s -> 4.99s
  • Glue Arrow (+147.5%): 60s -> 24.24s
  • Ice Arrow (+234.9987%): 18s -> 5.73s
  • Poison Gas Arrow (+234.9987%): 45s -> 13.43s
  • Acid Arrow (+147.5%): 20s -> 8.08s
  • Disruption Arrow (+200.5%): 60s -> 19.97s
  • Oil Slick Arrow (+215.95375%): 180s -> 56.97s


  • Hasten (+243.4%): 450s -> 131.04s
  • Conserve Power (+200.5%): 600s -> 199.67s
  • Energy Torrent (+147.5%): 24s -> 9.70s (with Force Feedback proc: 8.4s)
  • Power Boost (+243.4%): 120s -> 34.94s



The number of baseline "long" recharge Click powers in this build is actually more than I would consider typical.
  • If we set the cutoff point @ 20+ seconds ... there are 5 primary, 5 secondary and 4 pool powers that meet that criteria.
  • If we set the cutoff point @ 15+ seconds ... add +2 secondary powers into the total.

So depending on how you like to slice and dice your statistics, this build has 14-16 "long" recharge powers out of a total of 24 power picks. That means that the build can leverage global recharge buffs EXTREMELY efficiently.

The flip side to all of that is the fact that 20 of the 24 power picks are Clicks, with only 4 toggles in the mix (Mystic Flight, Telekinesis, Assault and Tactics) of powers selections. That's actually a higher ratio of Clicks vs Toggles (5:1) than I've had in any of my previously published builds here on Rebirth (including Kinetics/Dual Pistols/Psychic Defender). Most of the time, I've got 5-7 Toggles on my builds, with Leadership Toggles being at least 3 of them (typically).



One point I can take pride in with this build is that Power Boost has a potential maximum uptime of ~42% before Force Feedback+Ageless get tossed into the global recharge mix, which is not a bad position to be in. The main challenge will be to "get in the habit" of clicking Power Boost before throwing out a sequence of mez and debuff attack powers onto Elite Bosses and Archvillains/Heroes/Giant Monsters to start piling on truly DEEP stacks of mez mags and debuffs. Power Boost will be recharging "fast enough" to just get in the habit of (manually) casting it whenever it's recharged, especially when alpha strike opening on unsuspecting Foes, rather than necessarily "waiting" for the optimal moment in time.

Power Boost will also (ironically) help with fast travel, since it boosts fly and run speeds (but not jump or teleport range) as well as boosting the durations of mez powers cast during the 15s that Power Boost is active. So it's a good idea to use Power Boost even when simply needing to "get around town" with this build in order to save time on point to point travel, so there's even decent Out Of Combat utility with this power pick (and investment of slots).



Power Boost being active on Flash Arrow has some ... interesting synergies.
For a Controller, Flash Arrow does a (base) -7.5% ToHit debuff (unresistable) plus another -7.5% ToHit debuff (resistable) for 60 seconds and repeated shots do not stack from same caster (overwrite).

4-slotting Superior Witchcraft on Flash Arrow, like I have in this build (+71.4855% enhancement value), increases those -ToHit debuff values to -12.86% (unresistable) and -12.86% (resistable).

Stacking Power Boost (+122.925% more enhancement) on top of that yields a total of +194.4105% enhancement to ToHit debuff ... resulting in throughputs onto $Targets of -22.08% (unresistable) plus -22.08% (resistable) ToHit debuffing that will last for 60 seconds.

Power Boost + Flash Arrow becomes "offensive defense" for yourself as well as any and all allies nearby. Both powers will be recharging quickly enough, just with Hasten, to be able to use Flash Arrow TWICE per use of Power Boost.


My point being that Power Boost can be used for more than "just" mez powers, so it would probably be helpful to enumerate the powers in this build that get buffed (+122.95% @ Level 50) by Power Boost.

  • Mesmerize: Y (Sleep)
  • Levitate: N
  • Dominate: Y (Hold)
  • Confuse: Y (Confuse)
  • Mass Hypnosis: Y (Sleep)
  • Telekinesis: Y (Hold, but not all that useful)
  • Total Domination: Y (Hold)
  • Terrify: Y (Fear)
  • Mass Confusion: Y (Confuse)


  • Entangling Arrow: Y (Immobilize, Slow)
  • Flash Arrow: Y (ToHit Debuff)
  • Glue Arrow: Y (Slow)
  • Ice Arrow: Y (Hold)
  • Poison Gas Arrow: Y (Sleep, but effect is marginal)
  • Acid Arrow: Y (Defense Debuff)
  • Disruption Arrow: N
  • Oil Slick Arrow: Y (Defense Debuff, Slow)


  • Mystic Flight: Y (Fly)
    • Translocation: N

  • Hasten: N
  • Assault: N
  • Tactics: Y (ToHit Buff)
  • Conserve Power: N
  • Energy Torrent: N
  • Power Boost: N (obviously)

  • Brawl: N
  • Sprint(s): Y (Fly, Run)
  • Rest: Y (Heal)
  • Swift: Y (Run)
  • Hurdle: N
  • Health: Y (Heal)
  • Stamina: Y (Endurance Modification)


That's a pretty extensive list of powers that get buffed (in various ways) by Power Boost. It's up to the Player to develop the knowledge and skills regarding WHAT needs to be Power Boosted and when to achieve a variety of use cases (both solo and team/league). Forming the necessary habits to make best use of Power Boost (with what) then becomes something of a mini-game in its own right, because use of Power Boost costs animation time in exchange for buffed effects that (typically) not have an immediate payoff, but will make a difference in longer duration engagements.

Fast(er) travel using Mystic Flight? Sure, use Power Boost when recharged!
Translocating across a zone? Not so much.
In fact, the more efficient use would be to Power Boost+Mystic Flight for the 15 second duration of Power Boost ... then when the buff expires, switch to using Translocation (for up to 20 seconds) until Power Boost has recharged. Would help make transits across extremely LARGE zones (such as the Shadow Shard) complete faster.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

thilenium

#3
I transcriped the whole thing into mids.

Ok, i think i understand it a little. A cool approach - not my bag of tea. still surprised that you did all that without mids. tc Thilenium

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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