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So if you want earlier damage it's quite possible. Ice is very maligned on Damage, but most people don't slot for procs which it does very respectable at. Ice/Time has some monster procing options.
First, you need the ST powers slotted like damage powers.
Level 1: Chilblain
Level 4: Block of Ice
--> Slot both of them with Decimation while leveling. Later you can play around with purps and so on if you still feel the need to slot better. However, from 1-49 this is the way to go. These powers you will use on bosses or trouble enemies to knock them down while your procs and AOEs are creaming them.
Level 2: Frostbite
(A) Positron's Blast - Chance of Damage(Energy)
(3) Trap of the Hunter - Chance of Damage(Lethal)
(3) Impeded Swiftness - Chance of Damage(Smashing)
(5) Trap of the Hunter - Accuracy/Recharge
(5) Trap of the Hunter - Accuracy/Immobilize/Recharge
(7) Trap of the Hunter - Accuracy/Endurance
--> Three procs has about a 50% chance of proccing on any foe you hit. So you want to be engaging lots of even or -1 enemies. This power will chew them up. Additionally it keeps them in the area for your PBAoEs
Level 6: Arctic Air
(A) Perplex - Endurance/Confused
(7) Cacophony - Endurance/Confused
(9) Malaise's Illusions - Endurance/Confused
(9) Impeded Swiftness - Chance of Damage(Smashing)
(11) Cacophony - Chance of Damage(Energy)
(11) Malaise's Illusions - Chance of Damage(Psionic)
--> This is what you use to stand in the middle of them along with the Temporal PBAoE and be relatively safe. Every 10 seconds each for will have these three procs checking for a 50% chance every foe will be hit (It's about 50% see math below. Some will be hit 2x or even 3x). Additionally you will have one proc in the time PBAoE for another check as well.
Level 8: Time's Juncture
(A) Impeded Swiftness - Chance of Damage(Smashing)
(25) Dark Watcher's Despair - To Hit Debuff/Endurance
(27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(27) Dark Watcher's Despair - Recharge/Endurance
(29) Dark Watcher's Despair - To Hit Debuff
--> Some recharge, a healthy to hit debuff as well as another proc for damage checking. Yes, running two PBAoE toggles is painful, but you can really hunt for recovery bonuses and some other END friendly IOs like perf shifter.
Level 16: Distortion Field
(A) Impeded Swiftness - Chance of Damage(Smashing)
(17) Neuronic Shutdown - Chance of Damage(Psionic)
(17) Ghost Widow's Embrace - Chance of Damage(Psionic)
(19) Recharge Reduction IO
(19) Recharge Reduction IO
(21) Recharge Reduction IO
--> Love this power, I've also put the Lockdown proc here as well depending how much recharge you have. You can have it up every mob with just two Recharge IOs if you have a lot of global recharge.
Okay so here is how things go:
Assuming you drop a Distortion field on the group, you have the following chances to get a proc on an enemy.
Seven Procs checking every 10 seconds:
Chance for 0 procs ~21%
Chance for 1 procs ~36.7%
Chance for 2 procs ~27.5%
Chance for 3 procs ~11.5%
Chance for 4 procs ~2.8%
Chance for 5 procs ~0.4%
Chance for 6 procs ~0.03%
Chance for 7 procs ~0.001%
Chance for at least one proc ~79%.
Note: That's also a ~40% chance of getting 2 or more procs on any enemy.
Three Procs:
Chance for 0 procs ~51.2%
Chance for 1 procs ~38.3%
Chance for 2 procs ~9.6%
Chance for 3 procs ~.7%
Chance for at least one proc ~48.8%
That means that every 10 seconds you have odds on hitting each enemy with at least one or more procs 80% of the time, plus your AOE immob with a 50% chance to proc on any given enemy each time you can cast it (every 3-5 seconds depending on your recharge). You would be surprised how fast that adds up. The actual damage in the AOE immob is tiny, but it adds.
With both PBAoEs running, you should be able to be pretty safe. However, this build does not rely on Ice Slick much since you have an AOE immob running. I take Ice Slick when it's available, respec out of it from 20-40 and get it again when I have a space, usually at 50. With time, you have enough safety that it won't matter much, although getting some kind of stealth power to get into a group for max chaos is important.
So you can get damage, you just have to work at slotting right to get it. -
Quote:So how does that interact with powers like Weave, Maneuvers, and Combat Jumping?Yes, Power Boost only lasts 15 seconds. The key is that anything you cast in that 15 seconds doubles *for the duration of that other power power". You would be correct about the lowering of the defense if we were talking about a Toggle power like Maneuvers. But since Farsight lasts 2 minutes (1.5 minutes? I forgot) on it's own, it "keeps" the Power Boost bonus for the entire time the power is on even though Power Boost itself expired long ago.
It's a magical thing, really. -
Quote:I've heard a few people being this up before. Doesn't power boost only have a fifteen second effect and a two or three minute cool down? If that is so you are going to spend a lot of time not capped...Thank you for saying most of what I was thinking.
Here is a build I am planning on using to attempt AV soloing like I do on my Elec/Cold. I went primal mastery for power boosted farsight which allows me to have soft capped defense to ALL and not sacrificing damage. Of course you can retool it to work in chain fences/jolting chain for more AoE. I also plan on taking agility instead of spiritual for even more defense, end recovery and sapping power. -
Hello, I've been working on a Elec/time controller and have gotten to the mid twenties. It just doesn't feel as potent as other controller combinations I have played and has even lead potential for damage. For comparison I leveled a ice / Rad to fifty and never looked back once.
Is this just not a good pairing?
My challenges so far.
* swapping just does not seem that team friendly of a strategy. Anything I can drain is also something that dies easily. Anything that doesn't die easily seems to die about the time I drain it.
* unlike a lot of control sets, there aren't many proc options available to boost damage, especially on the Apr powers.
*survivability is good solo, but the kill speed is horrid. On a team you are a squishy who needs to be in melee range to use most your tricks and your two signature aoe powers are only partially effective. Static field is nullified by aoe and distortion field is a sometimes hold with good debuffs. Neither are solid enough to survive in melee long.
So I'd there are those who have advice I would love to hear it. I have a lot of controllers at fifty, but this one seems to present some unique challenges. -
Someone in another thread had the right idea. It wasn't mine, but I'll put it here.
TFs that aren't worth a full recipe give merits only.
TFs that are worth a full recipe give a random +1-2 merits
TFs that are worth more than a full give a random and several merits (10-40ish)
Reduce the random roll to 15-20 merits so more people see it as value
Let people choose the level they want to have the recipe at when they buy it as the rewards might have come from a much lower level.
You placate the market, keep merits in the game and everyone should be happy. -
Well so far, the merit system has been a bit of a mixed bag for me.
My background and progress
(1) I have two characters who have in 300 merits range. Most others have 10-20 each.
(2) I have yet to spend any merits.
(3) I have close to a billion inf spread across various characters
(4) It's hard for me to get in more than on TF a week.
With that said, here is what I have seen so far.
With the drastic increase of people needing things (Double XP and dual builds) there is very little in the way of supply on the markets. While the top couple of recepies have stayed fairly constant or dropped a shade, everything else has either risen in price by a factor or 2 or is just not available. What this means is that someone like me, who has no toon purpled out, and usually frankenslots for minor bonuses, can't do that any more.
In the past, I never had any problems getting IOs for a toon at around 30+ and slotting various sets until I hit 50 and could work on some kind of end game build. However, the irony is that the bulk of playtime on my toons is from 20-50 and now I don't have any real means to play with the junk that I'd want to get. By the time I'm 50, I'll do some stuff, but overall it's more of a fun thing as opposed to, wow it would be nice to have X,Y,Z.
I also find it discouraging that most recopies that I'd want to save merits for run close to 1000+ just for the set. Say the new hold set, I have to run how many Posi's to get that? For me that will never happen, so while I might see a few of the bigger shineys, merits might as well not exist to me. The Random roll is a possibility, but by the time I get enough merits to get any decent amount of rolls, I'm 50. In the past I would have dumped 20+ drops on the market from 30-40 alone.
I really think the random roll should be 15-20 and other costs reduced perhaps by 1/2 or more. I really want IOs for when I am leveling the character, not when I am mostly done with them.
So what Merits have done for me is give me a shot at some of the biggies while removing most of the IOs that I would have used while leveling up. Not really a good trade... -
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Add a candy cane keeper outside the chalet door in Pocket D once its closed. I'm sure there will be more people wanting to redeem thier canes after the event.
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/Signed
There is a person to turn in haloween salvage all year long, please put someone, somewhere, where we can turn in canes for those of us that missed out on doing so. Especially for the badges/costume parts. -
I know this isn't a suggestions thread, and thank you for the Q&A:
Question 1:
"Would there be any consideration to adding pool C&D recipes to random mob drops or normal mission rewards? As long as the rate remains rare, then there would still be a supply of random pool C&D drops to feed the auction house."
Question 2:
"Why is there a disparity in time between Task Forces and normal game content? Radio missions and task forces are all that is ever done. Wouldn't a bonus for completing in game missions given from contacts more fit the design goal of getting people to play the actual content of the game?"
Question 3:
"Is there a way to measure how long you are in a task force that doesn't count time logged off the system? Wouldn't that make the most sense to gear rewards for the actual time spent in a TF capped to a certain amount. If there was enough of an inherent bonus and a smaller time component, this would discourage dragging feet."
Thanks and nice to meet another Dev.