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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMPrimary 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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).
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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).
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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!).
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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."Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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).
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 32: Maneuvers
A: Shield Wall: +Res (Teleportation), +5% Res (All)
That's just downright SAD, man.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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!).
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMLevel 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.
Quote from: mercury rising on Sep 13, 2024, 11:21 AMIncarnates:
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.