Time Manipulation, thought? bots or demons?
Here is the thread discussing Time Manipulation as it applies to masterminds, as well as beta testers' experience with the set.
General consensus (iicr) was that any defense-based primaries would be harmonious. Key concern was two-hold: 1) the effectiveness of the heal, and 2) mastermind pets inability to benefit from recharge enhancements.
Ok then.
Can anyone post detailed info numbers for mastermind versions of Farsight, Time's Juncture and Distortion Field?
Which is the better pet set to pair with Time Manipulation, Robots or Demons?
You can view detailed power information yourself in-game at character creation via. toggling it on while browsing your first power selection. There's other ways to do this, too.
That said, Time is a melee-based set and... honestly it's still a little underwhelming. Nothing's changed really from Open Beta to Live, and well, eh?
That said, Demons have the natural melee instinct to compliment Time being a melee-based set well, but Bots have the superior defensive synergy. It's up in the air, but ultimately it doesn't really matter.
You can view detailed power information yourself in-game at character creation via. toggling it on while browsing your first power selection. There's other ways to do this, too.
That said, Time is a melee-based set and... honestly it's still a little underwhelming. Nothing's changed really from Open Beta to Live, and well, eh? That said, Demons have the natural melee instinct to compliment Time being a melee-based set well, but Bots have the superior defensive synergy. It's up in the air, but ultimately it doesn't really matter. |
2) I'm still unsure which pets to go with. They do have synergy with the Protector Bot bubbles, but not much else for bots, especially with the knockback and range they have.
The other pets have always been rather weak, in my opinion, compared to bots, except maybe demons.
I would even consider other pets, but it's still a tough choice.
Time seems a lacking set for MM's
Pets dont get a bonus from +rech and Time is so heavily vested in +rech.
Seems... not to work.
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Time seems a lacking set for MM's
Pets dont get a bonus from +rech and Time is so heavily vested in +rech. Seems... not to work. |
The main benefit of Time Manipulation is actually the debuffs it puts on enemies, reducing their damage and recharge.
It also has some -to-hit, though not much, and some defense buffs that the pets certainly benefit from.
I can see it being useful, at least later on.
I finally decided to try it with Demons because of their ice attacks slowing enemies, their resistance, their enemy damage debuffs and their melee range favoring.
If that doesn't work so well then I'll go back to robots, but, if that sucks too, I'll go back to bots/ff or try demons/ff and just leave Time Manipulation to another archetype.
Oh test i had a Ninja/Time, very nice to have. Since they are mostly in melee range, they benefit greatly from defense and -tohit once i get in melee.
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There's some decent synergy to be had with Necro/Time as well.
- 5/6 of the permanent pets are melee.
- Time's Juncture and Temporal Mending are PBAoE, meaning you want to be close to your pets and close to your enemies to both debuff and maintain health.
- Necro-pets have -tohit which stacks with TJ and aids in effective +defense.
- Slow effects stacked on enemies mean fewer hits landing on your pets in a given timeframe, meaning that the longer recharge of Temporal Mending is less of a concern with frail zombies.
- Level 32 upgrade in Necromancy gives all pets a Life Drain attack (Unknown if pet version was recently buffed alongside the player-version.) which goes even further in mitigating concerns over the relatively long recharge of Temporal Mending.
- Your control-biased debuffs work well when you consider that your Boss-class henchman is also a control-based critter.
It's not perfect since the various necropets have no native defense to stack with, but it's still quite potent.
Anymore opinions on this topic? I do like the necro idea with all the -tohit ... I would not mind trying ninjas again, but the lack of AoE really sucks ...
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Jhaber - Let me strongly second Lady_of_Ysgard's necro support (see below). I played it on beta and am leveling one live now.
On defenses, it is possible to get pet defense up to 25-27% (maneuvers at 3-4%) + (two pet unique at 10%) + (farsight when perma at 12-13%). As Lady said, add in the to-hit buffs from the zombies and the lich (which is a to debuffer all on its own), your pets can reach a state where they are effectively defense capped - assuming all the mobs are properly debuffed. It seems worth it to give the zombies a tohit debuff enhancement to increase the likelihood that the mobs all receive the debuff. Time's Juncture has a base tohit debuff level of 9.38%. Also, since you can get 17-19% S/L defense from scorpion shield alone, it's pretty easy to cap yourself to those damage types.
The heals (temporal mending and the pets' own) combine well. The zombies and grave knights all have a heal (life drain) on a 30 second recharge; the lich's is half that. Mind you, it's not great. I had heal other but specced out of it on beta. It seemed better to try and lock down a troublesome mob rather than outheal damage.
The worst thing that can be said about time is that is very busy. I spend a lot of time keeping the pets right next time, tabbing through mobs to click debuffs, hitting temporal mending every 10-12 seconds or so to keep a constant stream of healing, making sure the grave knights have temporal selection, and positioning the lich to hit the spawn with its cones.
Overall, the combination is more robust than I expected and plenty fun.
There's some decent synergy to be had with Necro/Time as well.
- 5/6 of the permanent pets are melee. - Time's Juncture and Temporal Mending are PBAoE, meaning you want to be close to your pets and close to your enemies to both debuff and maintain health. - Necro-pets have -tohit which stacks with TJ and aids in effective +defense. - Slow effects stacked on enemies mean fewer hits landing on your pets in a given timeframe, meaning that the longer recharge of Temporal Mending is less of a concern with frail zombies. - Level 32 upgrade in Necromancy gives all pets a Life Drain attack (Unknown if pet version was recently buffed alongside the player-version.) which goes even further in mitigating concerns over the relatively long recharge of Temporal Mending. - Your control-biased debuffs work well when you consider that your Boss-class henchman is also a control-based critter. It's not perfect since the various necropets have no native defense to stack with, but it's still quite potent. |
I disagree with the notion that /Time is underpowered for MMs. Yeah your henchmen don't get the benefit of +rech from the pets, but you get tons of debuffing and crowd control. And of course your teammates do get that nice big recharge buff. Plus like everyone else has said, the amount of +def you can get with /time is ridiculous. With just a power boosted Farsight and Time's Juncture you're effectively sitting at around 30% defense as long as the enemies aren't resisting your to-hit debuff.
Yes I know I'm late to this party. Just now figured out how to log in to the stupid forums.
Just noticed that Mace Mastery has scorpion shield and Power Boost... things are gonna get fancy when my bots/time MM gets him some PPPs.
Thugs/Time...Farsight on GangWar...+RCH does effect the amount of time Gang War is up.
+DEF also synergizes with the Thugs Manuevars, which may not be granted to the MM, but still that's more DEF stacking on the pets.
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Another thing to keep in mind: sure pets don't get the +recharge from temporal selection. But that is one out of the three buffs it gives. They certainly benefit from your heal and from the damage boost.
I can't wait will my Assault Bot gets this boost post 32. He'll do more damage than he does with my bots/traps build.
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Perhaps I am not comprehending what appears to be happening. I noticed when my time manipulation controller teammate uses temporal selection on my character, it results in my character's temporal mending ticks to be buffed higher. Or, am I completely hosed and just seeing someone else's numbers.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Yes that is how the accelerated mechanic works. because of the temporal selection buff placed on you, your own temporal mending will then trigger the buffed heal amount.
This is a big mechanic: temporal selection as I read it then is +heal rather than merely +regeneration. Masterminds should definitley use temporal selection healing pets: necros, protector bots, ember demons et al or other healing teammates. For minions or teammates with heal auras this will leverage a great deal more healing.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Well, recharge doesn't work on pets, but it will work for hell on earth, so it's not like you are getting zero bonus from that 9th power.
Also, I'm pretty sure temporal selection does not add +heal. It just has a special connection with the other time heal powers so you get healed for more if you have the accelerated buff running, but it doesn't spread to any other heal powers outside of time.
How is Time Manipulation for masterminds?
Anybody got mastermind numbers(since I am still downloading the update slowly) for the most important powers: Time's Juncture, Farsight, Distortion Field?
Which do you think, or have you seen, is better with Time Manipulation? Robots or Demons?