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)
- 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.