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Considering said heal is...
1) Fairly unsubstantial
and
2) On a massive 25 (or 35?) second cooldown...
It won't. -
The core problem will be the healing. Even at those large resistance numbers, they will take continuous damage, and need the healing to keep them going. Sonic sacrifices the healing for... nothing worthwhile.
-
That said, yes. The game is balanced around SOs. In an SO game, Time is still a playable set. Although in the SO game, it's massive cooldown on one of it's two main sources of mitigation, Temporal Mending, becomes GLARINGLY obvious. The set, in the SO world, is a lot weaker. This is no surprise mind you. Very few sets do not get much better with IOs.
That said? I did some SO testing with Time, and it didn't take long for me to go "Ugh, Temporal Mending's cooldown is painful".
I personally think it should be put to 16 seconds. Twice as much as the other AoE heals, considering over time, Temporal Mending roughly breaks even with two applications of an AoE heal. This is probably the only power I have any real problem with. 18 seconds just feels too /long/.
That said, it's a good set, I personally like it. I'll personally play! Just not on a Mastermind. The Mastermind Creed is that "If something goes wrong, it's going wrong very quickly.". A lot of being a good mastermind is split-second responses and immediate solutions. Time's delayed nature, be that as it's part of the concept, is detrimental to this AT.
But, yes. I do enjoy the set. It's fun to play, although the sound effects are "Egh". Too much Sonic Screwdriver, not enough clocks. -
Pretty much as noted above. There's no synergy at all, Time just helps the fact that Gravity is an extremely underwhelming and, honestly, underpowered set.
I was hoping it would be looked at for i21, but alas.
If you want to roll it as a concept, by all means. But it (and Mind) are arguably the weakest of the Controller primaries. -
If the Jounin didn't have that stupid poison dart, they'd be way, way better. As it stands, Ninjas have some of the weakest self-protection (Defense/Resistance/Etc) of all the pets, which is hysterical seeing as they're the only "True Melee" pets in the game.
Sigh.
Forcefield is, if nothing else, boring. Not a bad set, just boring. -
Quote:... The testing is to see how it compares, Miss or Sir. Because if it's underpowered, it needs tweaks. If it's overpowered, it needs tweaks.Who cares how it compares to other sets?
Is It Fun? That is the ONLY thing that matters in the end.
/Time is fun, for me. I don't care if it's top-tier, middle-tier, or the worst powerset in the game. I have fun with it.
Yes, I do min/max occasionally, but I don't feel a compulsion to do it all the time. Yes I make builds in mids, and have made some very INSANE builds using that program, but I am in no rush to complete them ASAP.
Am I a master at Masterminds? Hardly, but my first 50 was a mastermind that was levelled through a combination of missions and some occasional AE boosting.
Time Manipulation is fun and brings a lot to the table that can really help a team when used properly. There's going to be a lot of people toying with it once it goes live, and a LOT of people tweaking builds in Mids to see just how much they can potentially get out of it. I can already see many different ways to slot things as there will be some people who will want to leverage the slow aspect of some of the powers more than other aspects. This is a GOOD thing.
This is why I spend so much time on Beta. I want this set to be /right/. So I WILL min/max it to the ends of the earth to make sure it won't dominate the game, nor never see viable use.
PS: Admitting your first 50 had AE Boosting influences is kind of =/ -
Quote:"WE". ??
Sorry, but I have already done my testing of the set and have moved on to how my live characters will flesh out. This set has replaced Radiation as my favorite SOLO defender powerset, but your welcome to discuss "low-level" balance concerns if you desire.
There's no reason to see how a set performs with the five Incarnate slots filled. Those slots fix any and all problems with any set and make the game, honestly, extremely vanilla. But I feel the Incarnate Powers were a horrible thing to introduce to a game. Should be only usable in Trials Only. Or, at least everything not the Alpha Slot.
But, that's just my opinion! Oh well.
It's probably a good Solo Set, this I don't doubt? But I don't like it as a /Team Set/. Why? Because it has Trick Archery Syndrome there. That being, it takes multiple powers to duplicate (weaker) effects of other sets. At least on the Mastermind AT. I'd need to triple check my Defender Numbers.
That being? Sleet, Freezing Rain, and Tar Patch do what both Delayed Response and Distortion Field (or whatever it's called, I keep forgetting the names, but I know what the powers are) accomplish, but with only a single power. Granted Distortion Field has the Hold, but it's comparable (Weaker) to Sleet and Freezing Rain's chain-knockdown.
That all said? Time isn't a bad set. Not in the least. I think it definitely has strong solo merit. Is it better than Radiation solo on a Defender? Sure. Radiation offers no true CC. Is it better than... Cold Domination? This I kind of doubt, but that's because Sleet is freaking redonkolous. And Cold Domination has one of the best AV slaughtering powers in the game.
Is it better than Dark Miasma? I also question this. Dark Miasma's Fluffy is a major boon, and Dark Miasma has the superior -ToHit debuffs.
And, above all that? Cold and Dark have superior /team powers/. Too many of Time's powers are a little superflous in team scenarios. With so much damage flying around (And Judgment Powers), a lot of the delayed or combo oriented powers of Time are made irrelevant.
This is also why Dual Blades highest damage chain... ignores the combo system >.> -
Quote:Meh.So... I only had a couple mins to actually play with it in mission, but, as a guy who has specialized on MMs and played a ton of them... I got a fairly favorable impression from that already. It will not be bottom of the barrel. MMs won't benefit as much from the t9, but it is what it is - I'll probably save it for a clutch heal & +end.
Oh well, apologies for offending you. Let's just drop this off-topic stuff now. My testing was more extensive, and is thusly more acceptable for now. I look forward to your eight+ hours of testing to counter my own, however. -
Everyone, EVERYONE, claims to be a master of their respective AT. The problem is, you stated this as well as admitting you had very, very little time to test. If you were as experienced as you claimed, you would KNOW that a few minutes is NOT enough to test a Mastermind set and all of it's synergies. THIS is why I questioned you, or rather called you out on it.
Regardless, I may have been somewhat dismissive of you, but I still /responded to everything you said/. You didn't do the same, so don't call me out and then do what you claimed I did, but I actually didn't do ;P -
I'd question your experience, by merit of Ninjas being the biggest micro-heavy petset of the lot. If you're capable of juggling the Jounin's needing proper set up, the positioning of the Oni, and leashing the Genins, while also able to constantly use all of Time's powers fully? I salute your micro-management prowess.
And going by the fact you said you had very little time to test it... ahem. Moving on...
The Heal over Time is hardly "Perfect". It's left me wanting when any pets take damage with out innate Resistances. And since Ninjas are one of the two pets with out any Resistance...
The 300% Regen you mentioned is also pretty lackluster for pets, their base HP is too horrible to make it worthwhile. For allies, it's great! No doubt about that.
I think it falls down to this; Time has the same problem a lot of MM secondaries have, and that it offers no Resistance in any shape or form, and it's heal is a weaker burst with a hefty cooldown. Resistance means far more to a pet than Defense does, although having both is key. But 90% Resistance beats 45% Defense, period.
Considering I had Bots being one-shot'd during my test runs, it's painful. Sure, you can re-summon, but that's not the point here. I also never claimed Time was "Bottom of the Barrel", but it definitely left me wanting.
I'll sum it up like this; Nobody cares how well it does farming, because Masterminds can farm with any secondary. So, let's focus on teaming.
/Dark offers the most important Resistance in the game right now, being Energy. It offers a better -To Hit/-DMG debuff, a better -DEF/-RES Debuff, a superior heal, some defense, an amazing secondary pet, a comparable hold, and another -To Hit debuff.
/Traps offers one of the best powers in the game, Caltrops. That aside, it has one of the best -Regen powers in the game, a good -To Hit debuff, Triage Beacon is RETARDED if you get a Panacea Proc, FFG is one of the best Mastermind powers in the game, PERIOD, Acid Mortar is the superior -Res/-Def power, even if it is "Random", it's able to reliably proc A.Heel so GG, and Web Grenade is a surprisingly amount of -Recharge and Slow if that's your thing. Traps also has skippable powers so you have a LOT more freedom.
I shouldn't have to Describe /Thermal. Thermal's freaking amazing. I learned how amazing it was by my own testing, and wow. Resistance and Healing is one of the best, if not the BEST, way to keep Pets alive and kicking. Combined with having some of the most devastating debuffs in the game? Thermal won me over through blood and tears.
Now, Time isn't a bad set. By all means it's not. But the PBAoE Heal + HoT is very weak on Masterminds. It can get the job done, but it won't do it well with out the buff on someone. And sadly that buff is a little gimped on a Pet. Sucks, but it's true. Still, I like the Heal. I just know it's weak on Masterminds.
The application of Time Crawl is hard to upkeep with normal skill levels of micromanagement. It's possible, mind you. It's also not worth bothering with on teams unless there's a single difficult target you can make your *****. And since Time uses the few debuffs heavily resisted by AVs... >_>
Slowed Response is good for what it is. No complaints that aren't the same as Melt Armor's.
Time's Juncture is neutered on Masterminds, to say the least. It's not a bad power still, but damn is it weakened.
Temporal Selection makes me cry because I know it would be better on another AT, but other than that? Amazing buff. No complaints. Wish the cooldown was shorter, of course.
The Hold is a standard hold that can be pretty spiffy. Hooray.
Farsight annoys me because all it is is +Defense and nothing more. Well, and a ToHit buff but that's not what I mean. FFG is so amazing because of it's Mez Protection. The PbAoE +Defense Auras are amazing due to their +Resistance numbers. Farsight gets you and your pets closer to the softcap, but Resistance is the /key/ here. Especially with such a weaker burst heal. Farsight is a /good/ power, but it personally pisses me off.
Distortion Field is amazing when soloing, but it's sort of lackluster in teams. You can throw it down but everything it WOULD hold is dead within five seconds of engagement anyway. RNG might help hold a Boss, but eh. I like it, but I know it's a gimmicky power.
Chrono Shift? I wish it dropped the damn HoT and instead went a full-duration +Regen/Recovery buff. Otherwise I look at it as purely a +50% Recharge buff with a little +Endurance on it and an ignorable HoT. Saving it as an "Oh ****" Button is pointless because +50% Recharge is MASSIVE and would help KILL THINGS far more than the paltry HoT would help SAVE things.
All this aside, Time is a good set. Middle of the road, but it's not superior to Traps, Dark, or Thermal. I KNOW I will see it played, I KNOW I will see it played badly because people already suck at micromanaging MMs and Time promotes even WORST MM micromanaging.
I hate Time for that ;P -
Bottom of the barrel would be mercenaries, not Ninjas! That aside, I think the numbers are a little too low for /Masterminds/. Due to the hybrid nature of the set, it had to have lower numbers than the specialized ones. It makes sense.
But I feel the differences on an MM. -
Quote:Regarding the bolded part:
Unless they changed something in the switch from Closed to Open beta, you can still buy Empyrean Merits for 1 inf in Oroborus and get your Incarnate stuff damn fast by importing a few moneybags characters from Live to bankroll some heavy incarnate unlocking. This is to facilitate testing of the Underground at various levels of Incarnate abilities.
Regarding the second part:
Ageless can work well with builds other than Dark Armor. I have an end-sucking Crab build that runs nine toggles unless traveling. I used to have to stock up on blues constantly unless doing a Keyes, and then watch my end use on Keyes due to having only greens simply because I went Nerve as my Alpha for the ED-bypassing extra +defense to Maneuvers and TT: Maneuvers. Her build isn't even complete yet and she's softcapped to everything but Psi in normal content, and only something like .5% from that.
Regarding the final part:
While I do not have enough experience with the other sets to run a true comparison, I can only speak from what I have seen so far in the beta. You are doing a disservice to the set by focusing only on getting the tier-9 to a permanent status. That is NEVER a balance point for any powerset. Let's look at what else happens with the set when you have 300% recharge.
Temporal Selection becomes easy to keep on all of your pets, boosting damage and survivability by itself AND making the other buffs more potent, as well as making Temporal Mending heal better on them as well as more often.
Chrono Shift can be slotted with Efficacy Adapter rather than doctored wounds, and provide better +recovery while STILL giving a +5% recharge bonus. (Speaking of which, if we are to take 5 LotG +recharge IO's into consideration, then your two Basilisk's Gaze sets with 7.5% values are wasted due to the 'only 5 of one numeric bonus' rule of IO bonus effects, so we can re-slot those powers with other sets to avoid wasting bonuses that will not matter. My personal preference would be for Lockdown with the proc.)
Also, I don't know about you, but I'd rather slot Regenerative Tissue in one power rather than only Doctored Wounds in two or three. You get the same +5% global recharge with the same number of slots, and you get a chance for extra +regen from the proc. This one would go to Temporal Mending so that the set could be slotted earlier, and ALSO helps alleviate the fact that we have replaced the slotting on Chrono Shift for better End recovery instead of being a 'heelor' power. The set already has one decent heal in it, why relegate the Tier-9 to that duty as well when one can more easily rely on an earlier power and allow the set bonuses for +heal to enhance its capabilities?
Time Crawl becomes simplicity itself to stack on a single hard target in a recharge-heavy build as well, and while it doesn't have the raw power of other debuff sets, it IS your primary debuffing tool since TC is what sets Delayed on a foe and makes all of your debuffs more potent on them. Keeping Delayed there for another application of Time Crawl makes even Time Crawl more effective.
You also seem to take no consideration for ally buffs. I don't know about you, but I don't solo all the time. Sure, it's a good idea to build for solo survivability, but the game is NOT balanced around a purely solo experience. It is also most definitely not balanced around farming or soloing at x8, so take those out of consideration entirely as well. On a team, Time Manipulation, even with Mastermind values, will find MANY uses.
Finally, you're ONLY considering Bots in your choice of Primary here, this is a mistake since the set has synergy with another MM primary: Necromancy. All of the Necro-pets have attacks that do -tohit, this will stack with the -tohit from Time's Juncture to add to total survivability. The more -tohit you have, the less +def you need.
Now, admittedly I haven't tried a Necromind at 50 just yet, but I am having a ton of fun with Entropy in First Ward levelling up normally. The only bump I hit was the first mission with Carnival of Light slapping me around since that was also the first mission I hit after the patch that reduced TJ's debuffs to NOT INSANE levels and I had to get used to the reduction in -tohit.
Ugh. I knew I should have detailed the other primaries more. But I also feel I shouldn't be the ONLY person giving a detailed response of the set.
1) In regards to Ouroboros, I wasn't aware of that. Oh well, I STILL don't advocate the REQUIREMENT of Incarnate Powers to make a set viable. Period. End of discussion.
2) Read 1.
3) Okay, this'll take a bit longer obviously. Why did I focus on getting Chrono Shift to permanent status? Because it's the same logic as Radiation Emission, where the penultimate goal is a permanent Accelerated Metabolism. A permanent +50% Recharge to the team is going to go an extremely long way toward increasing overall performance, flat out.
As for slotting it with +Endurance, granted I could see one doing that? The +Endurance component is for all of thirty seconds during it. Would it help with some of the endurance problems? Sure. In fact, it might very damn well be the superior way to slot it. I never said my testing was /perfect/, mind you. But it did save me a slot for other powers, so myeh.
As for Regen Tissue being used in a clickable power? Nah. Pass. I don't like procs like that, used like that. Personal preference, moving on.
As for Time Crawl, I'm unsure of how much of it stacks, per-say. Didn't really bother to find out! That aside, my points from before stands; it has a high endurance cost, and it's hard to keep on /multiple targets/. Using it on a single target BETTER not be hard, or we have people with playing issues.
As for ally buffs... uh? Yes, while my testing did focus on soloing, team play was easily monitored as well. The Mastermind forums have always prided themselves on their solo merit, and complimenting team viability into this. Remember, a Mastermind is only doing their primary job of /damage/ if their pets are surviving. You need to maximize your own survivability and your pets far more than anything else, as NOTHING else can ensure your damage as much as that.
Chrono Shift's +50% Recharge is amazing to the team, yes. I'm not doing SO testing because the SO game bores me. A perma Chrono Shift sounds like it'll be many levels of amazing. Temporal Selection is also an /amazing/ buff, flat out. But it obviously has the 'weakness' noted for Masterminds. The set, as noted before, is a powerful /hybrid/ set, doing many things well, but not /better/.
As for Necrominding with Time Manipulation? I can see the Synergy with Necros -ToHit, but let me counter that with the fact Bots (And Thugs) offer substantial +Defense, which uses the same logic of your -ToHit stacking. If you stack together +Defense and -ToHit, they're effectively the same stat. Your argument is sort of... invalid. I can EASILY tell you how the two sets, AKA Necro and Time, will play together by the numbers alone.
I chose Bots (And Thugs) due to their dominance in the playing field. They're easily the most (Two most) popular MM primaries, and was (were) worth focusing on.
But, in regards to Necrominding? My opinion that single-target damage sets do NOT do well in an AoE centric game still apply. Necro's single-target damage focus is made redundant against AVs, since -ToHit debuffs are neutered against them. I personally don't feel Necrominding is all /that/ good. They're pretty well designed, the zombies? But it's a single target set with emphasis on a debuff that's one of the most highly resisted in the game.
The Lich and Time's Juncture might provide some hysterical AoE -ToHit, but... Time's Juncture isn't going to be that much better than Fluffy from Dark, or Darkest Night. Or... any of that. Dark Miasma is still going to offer the best overall synergy, which it should. Dark Miasma is a pretty specialized set, while Time Manipulation is a hybrid set.
Bottom line is? I agree. It has synergy with Zombies, as well as any pet set with a +Defense component.
... 'cept Ninjas. Their numbers suck. Well, I don't know. Maybe it'll make them better, but their lack of Resistances is sooooo painful. -
Saying Fire Blast is a good combo is stating the obvious. It's a freakishly overpowered set!
That aside, people saying that Time Manipulation is "Godly" with incarnate abilities should stop there. We're trying to focus on the set's ability to stand on it's own two feet. -
No, no. Willpower, with IOs, is probably the single strongest defensive set in the game, with very few holes to speak of. It might start off as a "Jack of all Trades", but it quickly becomes a "Master of All". Except bonus damage, but eh.
Time Manipulation is honestly what Trick Arrow WANTED to be, but failed. Well, not quite. Time Manipulation technically has no damage power. -
I posted my opinions on the Mastermind Forum, but I'll sum them up here;
It's a very busy set. It robs attention of the complimenting set, be it Primary or Secondary. The Endurance Costs for Masterminds are brutal with out Incarnate Support, which always screams to me as a Bad Set.
It plays like a Hybrid Set. It has no real strengths or weaknesses, as expected of one. It's a good farmer and has good AV merit, but doesn't specialize in either.
I don't think it will steal Trap's title of Best MM Secondary for AV and Teaming Shenanigans, but it's got it's merit. Although people calling it the "New OP for Masterminds" are freaking stupid. The greatly nerfed, but deserved, Time's Juncture is to note for the whole "You should be in Melee with this set!"
Time's Juncture is a wide enough PBAoE to catch many enemies, but enemies outside of it, if you were foolishly relying on it for a pseudo soft cap, are going to make your life a bit agonizing. That aside, for Masterminds? The reduced numbers and Mastermind Increased Endurance Costs make it a good addition to the Secondaries list, but it probably won't trump any of the Big Three (Thermal, Dark, Traps).
Mastermind sets want debuffs, and stacking defensive powers, be it healing, resistance, or defense. Time Manipulation has all of these, but not in the high numbers Masterminds look for. It's not a bad set, however. I might end up playing it, but Masterminds need so much micromanaging as it is, it's hard to really give Time Manipulation the attention it craves.
PS: Beam Rifle/Time Manipulation is going to be the funniest FoTM since Dual Pistols/Mental Manipulation. Both sets require so much attention and focus to them that you're not utilizing their special traits if you go with both. Time needs a set that doesn't need heavy amounts of focus to do it's job. And anyone who does DP/Time is probably the same type who thought DP/Mental had any true synergy. DP isn't a "Melee Set", because I'm sorry to the Defenders who think so? One PBAoE does not make a melee set.
Ho Hum~ -
Okay, been doing it again. I'm more or less ignoring anything Incarnate-esque besides the Alpha Slot. I'm a firm believer in "If a set needs incarnate crap to be viable, it's probably bad. Or Dark Armor, which is amazing."
Also because I don't feel like farming Trials all night. Yet.
Anywho, the current build is decent. Some jerkfaces are buying Panacea's like jerks, or buying out popular recipes and putting them up for max Influence. Yep. Gotta love the Beta Trolls. But I'd say it's definitely a multi-billion build none the less.
I'll give Time one thing? Distortion Field is amazing in farming, but the lack of -Res Patch doesn't make me happy. Sure it has a PBAoE -Res/-DEF debuff but it's targeted, which is rough in farming.
Temporal Mending isn't much different from any other AoE heal, when IO'd to hell and the pets soft capped to defense. I would say it'd probably be amazing on pets with high levels of Resistance, but Time Manipulation isn't a +RES set, so that's out. All it really is, in testing, is an AoE heal with a huge cooldown for little benefit.
Sure, it's a bit stronger with the buff, but eh. I wasn't /impressed/. Heck, the buff slotted with +Healing is sexy all on it's own. Practically +300% Regen is nice.
Time Crawl is a lot more tedious than you may think. While soloing en-masse, you might toss it on a boss and then just let the AoE slaughter of your pets begin? Buuuuut yeah. You're going to forget about it generally in AoE battles, which is where Masterminds tend to enjoy.
AV's? Well sure, you should be firing it off whenever needed. But... it's a bit of an endurance nommer.
I think my biggest issue with Time Manipulation is that it uses the Mastermind Endurance Coefficient, which is really brutal with a twitchy set. I bottom out extremely quickly, considering how toggle-heavy MMs are. I might need to consider Cardiac over Spirituality in this scenario. Probably, yes. Time Manipulation is pretty endurance heavy.
Do note I refuse to acknowledge Ageless, because nobody gets that excuse.
... 'cept Dark Armor.
I don't know /what to say/ with this set for Masterminds specifically. It's a Hybrid Set. It does a bit of anything but nothing amazingly. I could see it being a good farming set, probably not the /best/. I don't think it'll knock Traps off it's throne, even with a PBAoE heal.
I think it's a compliment to the arsenal. I see people trying it out, obviously, when it hits live. I mean, Chrono Shift is a nice +50% Recharge, but it needs a total +300% Recharge to be perma.
This is not cheap to do individually, as that suggests a total of 150% Global Recharge, as you count Chrono Shift's 50%. Hasten would be 70%. So you'd need another 80% of Global Recharge.
Masterminds are probably the hardest AT to fit set bonus +Recharge in. 7.5% x 5 Luck of the Gambler noted, being 37.5%. So another 42.5%. (Farsight, Combat Jumping or Hover, Maneuvers, Weave, Vengeance or A/PPP Shield.)
We'll start with the Time Manipulation set itself, and we're going to ignore Purples for now.
Temporal Mending = Doctored Wounds +5%
Time's Juncture = Dark Watcher's Despair +5%
Temporal Selection = Doctored Wounds +5%
Distortion Field = Basilisk's Gaze +7.5%
Chrono Shift = Doctored Wounds +5%
Time Stop = Basilisk's Gaze +7.5%
We'll stop here, for 35% of our 42.5% needed.
You could slot Tactics with Adjusted Targeting, granting another 5% but sacrificing Gaussians. At this point, you need 2.5% to Perma.
Taking a personal attack and slotting it with Decimation, or anything of that like. This would do it.
Now, with all this, you're going to sacrifice anything but POSSIBLY a S/L Soft Cap. MAYBE. I personally do not like relying on Prot Bot shields for an S/L Cap, because that means I couldn't do this with any other MM set.
Is it worth it for Perma Chrono Shift? Well, it gets you Perma Hasten as well... but is Time Manipulation a recharge hungry set? And what about Chrono Shift's Heal and Endurance boosts?
They're sadly not something you should keep the power on cooldown for. The +Recharge is far more substantial of a boon. By far.
If you go with a Patron or Aux Shield, you can hit safely huddle the soft cap. Although i know many Masterminds who prefer a +Resistance shield. That said, with Bots at least, you can sit at your 65%+ S/L Resistance and 45%ish to your varying defenses with the Bot Shield.
Yes, Time's Juncture is effective +Defense due to it's -ToHit, but it doesn't do squat to ranged targets and AVs will shrug the -ToHit off decently.
So, let's finalize this.
1) Is it better than Bots/Traps? No, I don't think so. Traps has the benefit of a few extra bodies to help you out, isn't as endurance draining, and it's Mez Protection helps prevent you from any number of accidents. Caltrops is still godly as all sin. Traps is superior against AVs, no questions asked. Superior -Res/Defense (Acid Mortar's constant check against it and ability to proc Interface, I think?), and Time Crawl/Time Stop aren't touching Poison Trap's OBLITERATION of -Regen. While Chrono Shift is probably the major shining light here, which I won't deny is a good +50% Recharge power. Oh, and I guess it heals. For Farming, I'll willingly compare Caltrops to Distortion Field. Why? You'd know how amazing Caltrops is at mitigation if you've used it before. And Poison Trap, again, does the same job as Distortion Field.
And, to note on all this? Traps effects persist a LOT longer in most cases, thusly using far less Endurance over time, while Time Manipulation constantly reapplies. This is part of that Endurance issue i mentioned before.
As it is, Time is a set that needs a lot of Recharge, and is thusly an IO Baby. A lot of it's powers seem to acknowledge the fact Chrono Shift is a +50% Recharge Power, but that alone isn't enough.
At the end of the day, is /Time a bad set? No. But is it the new OP? Goodness no.
/Dark, /Traps/, and /Thermal all seem superior to me still. Especially the last two.
Phew. -
Quote:I've been testing it since it came out on Beta, at 50, with a few billion worth of IOs. Not exactly hard to ask to be level 50 nor getting PVP IOs or Purple IOs for 1 Influence a pop.Really? I'm not trying to be rude here, but have you tried it out? At high level? Put it through it's paces? You know all of that FOR SURE, without ever even having tried the set?
So, yes to your questions, except the last. Since I HAVE tried it out.
Edit: Let me do you one better. I'll do it again.
Bots/Time, fully IO'd. PVP and Purple.
No Items.
Final Destination. -
Yes. The current version of TM is pretty much what I said it was; it's not going to be all that good on MMs.
The heal's HoT component, to try to justify it's recharge, is about as weak as expected - it's a 137 up-front heal with a 36.75 HoT enhanced. While it will out-heal a standard PBAoE heal? This is over time, which is "Hrm".
Time's Juncture is definitely weakened, no doubt about it. It also enforces Melee MM Play, which is a bit of a tricky thing as it is. It's definitely not a bad power, but it'll keep you busy if you want the full debuffs applied.
All together, it's not a /bad/ set. But it's extremely active, and people who say Masterminds can afford to focus on it because they don't need to pay attention to their Primary, are bad masterminds. We're the most micro-managed AT in the game, with even a second of dropping our attention on our surroundings will lead to a sudden pet death and a massive damage loss.
Maybe I micromanage too hard? Or maybe not enough? If nothing else, Time will keep you busy.
TL;DR Final Thoughts - There's nothing really 'new' here. It's a hybrid set, something that Trick Arrow tried and failed to do. It's not an amazing set, it's a 'good' set. It's not exactly tuned to the Mastermind, however. If you like the swirly animations, go for it. But my personal verdict for now is "It's sub-par on MMs." -
... Yeah. Not really liking those numbers in the least. And those are the /Defender/ numbers.
It looks like it'll be a lot weaker on the other three respective ATs, not to mention the sheer focus it wants. However, Masterminds are able to greatly benefit from the PbAoE Power.
... Ninja/Time. Hm.
Also, Re: Temporal Mending? It may heal more over time than the other PBAoE heals? But it also has a significantly larger cooldown. A whole 10 seconds more. This is pretty major. Dunno how it would compare in a heavy IO world, but it's worth noting 8 vs. 18. -
Well, we'll find out for sure! but if it has a +Defense AoE Power, it'll work best with Bots or Thugs.
I guess Bots/Time is the popular suggestion, eh? -
If a secondary isn't self-sufficient, it's not a very /good/ secondary. This question was "Work well". I don't think it will work /well/. It will /work/, but not /well/.
Again, just going by the labels, it looks to be a strictly inferior Dark Miasma with two (four) gimmick powers that aren't influential to the MM AT. It might be better for Controllers/Defenders/Corruptors, mind.
Also, healing, from the MM, is one of the worst things to bank a set on. MM's horrible HP nase means their heals are pretty insignificant. But, this could be remedied depending on the numbers of Farsight and Time's Juncture.
... But they have Kinetics. -
We can't say exactly how Farsight works, really. It's too soon to assume it's some AoE +Defense to all types or positionals buff. I mean, it could be a clone of Mind Link, but that would be pretty lame, since it seems the set has a few 'clone' powers so far.
As for Time's Juncture, I suppose that depends on how fierce it is. There's one thing, however, that makes me go "Hrm" about all this...
... Wouldn't this all just add up to being a worse Dark Miasma, much like Sonic is a worse Thermal, for MMs?
If we compare this to Dark Miasma, which it's starting to look like it's an off-shoot of... you're going to have a few clone powers of Dark Miasma, comboed with, at a glance, two or so powers that don't benefit your pets. Unlike Dark Miasma, where the whole set is a giant batch of delicious synergy.
With the assumption of icons, I'll say what I feel - Time Manipulation will be a lackluster Dark Miasma, with the current guesses. Will it be playable? Sure, even Poison is 'playable' right now. Will it o be optimized? Not in the least. -
Honestly? No. It doesn't seem to offer anything to the pets, which is an issue. It does have an AoE heal, apparently, but it has nothing to stack with it. Heals themselves are weak with out further, layered, defenses.
I don't see Time Manipulation, at this first glance, performing with Masterminds. -
Code:So this is what I managed. I wanted Lash as well, but Corruption should be fine enough. Spirituality to get as close to perma Melt Armor as possible, which would arguably help me deal more damage than Musculature would.
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I was tempted to drop Cauterize for Lash, due to not liking MM healing numbers, but eh. The only way I can see myself, practically, getting more +Recharge is to drop Assault, Vengeance, and Combat Jumping for the Concealment pool. And bleh on that.
Edit: Made it a little better! Maybe. -
Musculature isn't as substantial on MMs as it is is others, due to the 'low' base numbers of the pets. It'll add damage, but not significantly.
If you find yourself having endurance conflicts, Cardiac is a good route. The +Resistance on it is nice, too.
Spirituality goes a long way in negating a lot of the +Recharge needed for PermaHasten. Ultimate, Spirituality or Cardiac is the way to go.
As for Destiny, Clarion is nice to keep yourself un-mezzed, but a Light Purple is generally a good way to avoid being CC'd. Ageless isn't too great on MMs due to the lack of functionality it has for the pets, but it's a personal favorite of mine. As Dark Miasma, you don't really need Destiny's AoE Heal. I'd suggest Barrier for you. A bit of extra +Def and +Res can go a long way.
Finally, Lore? Pick whatever fits your character concept. No Lore pets are significantly superior to any other.