Lets talk about Time!


Aneko

 

Posted

Quote:
Originally Posted by Lazarillo View Post
It's 6 minutes for Corruptors, but it's on an 8 minute, 20 second cooldown for Defenders, according to real numbers. Is that an error in the numbers, or the power (as in it says one but recharges in another), or should we be expecting a fix on one or the other in the near future? Or is there some reason I can't fathom for the significant discrepancy?
For me as a Controller it is 6 minutes base, which I have gotton to 3 minutes 23 seconds. Those were wear I got the numbers from.
For Defenders I am un-sure why the CD of the power would be any different, and if it really is 8 minute 20 I would expect that to be an error.


It's now Issue 21 and I am back!
My new Global is @Zyhar
Currently enjoying the Exalted Server!

 

Posted

Quote:
Originally Posted by BrandX View Post
Defender time is a bug that hasnt gotten fixed yet.
Thanks for the reassurance!
*adds another new alt to the list*
...or then again, maybe not...


 

Posted

What powers have you guys skipped? All of them look really good


 

Posted

Quote:
Originally Posted by Melancholia View Post
What powers have you guys skipped? All of them look really good
None.


It's now Issue 21 and I am back!
My new Global is @Zyhar
Currently enjoying the Exalted Server!

 

Posted

Quote:
Originally Posted by Melancholia View Post
What powers have you guys skipped? All of them look really good
If you ONLY solo, the ally-only buff (Temporal Selection) is skippable, unless you want to use it on pets/NPC allies.

Time distortion... I've only started playing with it, but I'm not impressed by it. If i want to make enemies be slow, I've got 2 or 3 other powers that do that. If you're a controller with an AoE immob or slow, then it's a bit redundant. IMO, the chance to hold needs to be a little higher, and needs to last longer. After some testing, i got to hold a level 1 minion for about 15 seconds.. while I was level 16. Something tells me that if i were to hold an even con foe, i wouldn't notice the effect because they'd be free within moments. Though i wonder if Lockdown: chance for +2 mag hold would help this power...

Other than that, loving everything i see so far.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
If you ONLY solo, the ally-only buff (Temporal Selection) is skippable, unless you want to use it on pets/NPC allies.

Time distortion... I've only started playing with it, but I'm not impressed by it. If i want to make enemies be slow, I've got 2 or 3 other powers that do that. If you're a controller with an AoE immob or slow, then it's a bit redundant. IMO, the chance to hold needs to be a little higher, and needs to last longer. After some testing, i got to hold a level 1 minion for about 15 seconds.. while I was level 16. Something tells me that if i were to hold an even con foe, i wouldn't notice the effect because they'd be free within moments. Though i wonder if Lockdown: chance for +2 mag hold would help this power...

Other than that, loving everything i see so far.
This bit I disagree with. The -RECHARGE is good even if foes are immobilized. I also like to stack slows/-recharge on targets like EBs AVs that resist slows


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.

 

Posted

Quote:
Originally Posted by Melancholia View Post
What powers have you guys skipped? All of them look really good
Temporal Selection for one. I can give +RCH, +Regen to everyone on the team with Temporal Mending and Chrono Shift.

Temporal Selection is single target, and only effects a 1-3 people on the team at a time. If it was an AOE buff, I'd feel like I needed to pick it up. As it is, not so much.

Temporal Distortion I'm thinking about skipping. I haven't found the slow effect to be that big of a difference in play, and the Lockdown proc I put in it hardly goes off, so I'm guess it's not triggering the hold effect that often, and I hardly see enemies get held by the powers hold effect.

If I find I want another power slot (and I do) and this power doesn't start showing signs of improvement, I'll probably respec out of it.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Melancholia View Post
What powers have you guys skipped? All of them look really good
I skipped the hold. I'm on an Ice/Time Corruptor and around 24 I only just bothered to take my ice hold. Honestly I haven't felt like I needed any holds on this particular character. Oh, I have characters that spam holds like my Necro/Dark MM, but this character has better things to be doing.

I also find that Distortion Field isn't that potent of an effect so I'm still putting it off. I tested the character a lot in beta, and I had too many powers to bother with holds, and I wasn't using Distortion Field much.

The set seems to bloom at high levels. The 28 and 38 powers are a huge boon to teams and put you high up there in terms of team buffs.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
I skipped the hold. I'm on an Ice/Time Corruptor and around 24 I only just bothered to take my ice hold. Honestly I haven't felt like I needed any holds on this particular character. Oh, I have characters that spam holds like my Necro/Dark MM, but this character has better things to be doing.

I also find that Distortion Field isn't that potent of an effect so I'm still putting it off. I tested the character a lot in beta, and I had too many powers to bother with holds, and I wasn't using Distortion Field much.

The set seems to bloom at high levels. The 28 and 38 powers are a huge boon to teams and put you high up there in terms of team buffs.
Have to agree with Distortion Field, the hold though as more -Regen to a set with low low LOW -Regen.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I just got to 16 on my Ice/Time controller, and I rather like Distortion Field. Lead with Frostbite, follow with DF and I have -90% recharge going w/o running Arctic Air and w/o taking into account any ST attacks. As long as my end holds out, these guys aren't doing much of anything it seems.

Definitely putting off Temporal Selection until I'm closer to 32 and have Jack.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Quote:
Originally Posted by BrandX View Post
Temporal Selection for one. I can give +RCH, +Regen to everyone on the team with Temporal Mending and Chrono Shift.

Temporal Selection is single target, and only effects a 1-3 people on the team at a time. If it was an AOE buff, I'd feel like I needed to pick it up. As it is, not so much.
I wouldn't mind +Damage to 3 people in the team.


It's now Issue 21 and I am back!
My new Global is @Zyhar
Currently enjoying the Exalted Server!

 

Posted

Quote:
Originally Posted by Heyman View Post
I wouldn't mind +Damage to 3 people in the team.
And more recharge and it also increases the healing people get from your two heals.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Distortion field AoE -recharge? YES, please!


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.

 

Posted

Further testing has me still not seeing Distortion Field as being all that helpful. But it does seem to be getting better. Maybe there's an ACC check and now with Tactics and at least one +ACC set bonus it's hitting more often?

Still, warwolves and cims, it was doing nothing, and Galaxy's kept blasting me.

Still giving it some serious testing untill the new MIDS comes out. I figure that will be plenty of testing.

As for Temporal Selection...still meh on it...mayeb if there werent other powers I wanted more.

Deffinantly need to build up the defense however, as getting mezzed is very common when getting into melee, and I'm tired of that toggle dropping (and using BFs only goes so far and then you run out)...so more defense will help keep the toggle from dropping as often.

Doesn't feel like a TOP OMG set, like DARK, RAD and COLD do to me, but feels a lot more fun than a lot of the other sets have been for me.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Time crawl is garbage outside of maybe AV's. You'd have to be targetting something that can't already be completely debuffed by other things besides slow, yet also resistant to slow. But for most ATs, they are stuck with it.

That makes the hold better, but still not particularly great. Both have a to hit check, the mag 4 duration is short, and it's a lot more end. The hold has no synergy with a -rech either. It's just a bad use of powers and end.

Mending is awesome, but needs good slotting to shine.

Time's juncture basically makes the set for Defenders (coupled with Farsight), but every other AT, including corruptors, got severly nerfed versions of both powers. As someone who likes to blast and debuff, the corruptor numbers particularly miff me. They should be higher than controllers imo. But anyways, basically the numbers are so low on the -tohit and +def of the powers that it takes serious slotting and other +def powers to make it worthwhile. I understand that controllers are probably sick to death of /rad, but -25% to hit compared to -12.5%? (less than 25% def total between TWO powers). Yeah.

Distortion field is the bomb. There's very few things that can substitute for controlling the mobility of enemies. Especially in midsize groups midlevel. You have a lot of enemies and aren't killing them instantly, and keeping them all together is crucial. Controllers can aoe immob, but it doesn't come with -rech, a chance to hold, and doesn't last nearly as long for one cast, and requires a to hit check. Ice and earth controllers may not have as much use for it as others. Elec too, depending on group makeup and use of static field.

Temp Selection. I cringe that some people say not to take this, it's like saying don't take fortitude with your emp. I can understand skipping it if you have other crucial build-making powers to take beforehand, especially as a controller (like combat jumping, weave, maneuvers, stealth, because you'll pretty much need ALL OF THEM to make up for the low numbers on juncture/farsight). But it should be picked up whenever there's a lull in power selection.

Farsight. Crucial power, been talked about already.

Haven't gotten further than 24, I've created 5 or 6 variations of time controllers and defenders.

My greatest success has been my Time/Elec defender. Just completely nullifies all enemies with the option to end drain them all. Dark/Time might be better in some encounters for the ability to floor anything's to hit. But by the time I got that char to 22, it was obviously overkill for most enemies. The only problem is that you've got so many bases covered with distortion field+juncture+farsight that there's little synergy with other control effects such as end drain, further -tohit debuffs, slows, knockdowns and even holds.

Possibly most efficient char is elec/time controller. Possibly the fastest overall killer, takes more work to make them sturdy, but can be done, and with static field and constant end drain, you limit how often the enemies can attack, which amplifies the mitigation of the -tohit.

My greatest dissapointment has been Fire/Time, with Ice/Time in second place. Fire time was just a joke, things running out of hot feet and juncture, with both draining so much end that I couldn't keep everything immob'd. At the same time, everything hitting me JUST FINE because farsight doesn't come till 28 I think, and not enough recovery left over to power other +def pool powers. Maybe at 50 they are great, but I don't have the luxury of leveling that fast.

Ice/Time was sad because even with 6 confuse DO's in arctic air, the confuse duration and overall effect was pitiful. I guess people love the 50 proc in it, but until then the confuse part is crap. The slow and afraid is good. But like with fire, the group will scatter and you will have your end sucked from you.

That was my long list of opinions on the powerset after playing it and nothing else since i21 went live.


 

Posted

Quote:
Originally Posted by Nox__Fatalis View Post
Time crawl is garbage outside of maybe AV's. You'd have to be targetting something that can't already be completely debuffed by other things besides slow, yet also resistant to slow. But for most ATs, they are stuck with it.

That makes the hold better, but still not particularly great. Both have a to hit check, the mag 4 duration is short, and it's a lot more end. The hold has no synergy with a -rech either. It's just a bad use of powers and end.

Mending is awesome, but needs good slotting to shine.
I need to test, as I haven't seen any mention of it, if Time Crawl or Time Stop self stack the -regen. If so, I think they may be worthy powers; if not, then they're only mediocre, particularly Time Stop on a controller.

Quote:
Time's juncture basically makes the set for Defenders (coupled with Farsight), but every other AT, including corruptors, got severly nerfed versions of both powers. As someone who likes to blast and debuff, the corruptor numbers particularly miff me. They should be higher than controllers imo.
Corrupters and Controllers share the same debuff values across all sets. Why should Time Manipulation be a sudden exception?

Quote:
But anyways, basically the numbers are so low on the -tohit and +def of the powers that it takes serious slotting and other +def powers to make it worthwhile. I understand that controllers are probably sick to death of /rad, but -25% to hit compared to -12.5%? (less than 25% def total between TWO powers). Yeah.
I think you're looking too much at singular powers here rather than what the set can do across the board. RI beats out Slowed Response in -def and Time's Juncture in -tohit. However, time compensates for that in Farsight, which provides +def to offset lower -tohit and +tohit to offset lower -def. Additionally, Time does not rely on enemy based toggles which many find inconvenient and cease to function when a.) the anchor is defeated or b.) the caster is mezzed. Also, consider the fact that while -tohit and +def are doing essentially the same job debuffs are resisted while buffs will retain their effectiveness against higher conning enemies.

Quote:
Distortion field is the bomb. There's very few things that can substitute for controlling the mobility of enemies. Especially in midsize groups midlevel. You have a lot of enemies and aren't killing them instantly, and keeping them all together is crucial. Controllers can aoe immob, but it doesn't come with -rech, a chance to hold, and doesn't last nearly as long for one cast, and requires a to hit check. Ice and earth controllers may not have as much use for it as others. Elec too, depending on group makeup and use of static field.
I use Distortion Field in conjunction with Static Field. SF has a small -recharge attached to it that helps floor the recharge of enemies in Distortion Field. I could see Ice doing similar and Earth using it for extra magnitude on top of Volcanic Gasses or to slow down the attacks that leak out of a a mob bouncing on Earthquake.

Quote:
Temp Selection. I cringe that some people say not to take this, it's like saying don't take fortitude with your emp. I can understand skipping it if you have other crucial build-making powers to take beforehand, especially as a controller (like combat jumping, weave, maneuvers, stealth, because you'll pretty much need ALL OF THEM to make up for the low numbers on juncture/farsight). But it should be picked up whenever there's a lull in power selection.
I'll agree with this. The recharge and damage bonuses are quite worthwhile. I wouldn't put it as high as Fortitude, but it does seem a bit better than Forge.

Quote:
Farsight. Crucial power, been talked about already.
Agreed.

Quote:
Possibly most efficient char is elec/time controller. Possibly the fastest overall killer, takes more work to make them sturdy, but can be done, and with static field and constant end drain, you limit how often the enemies can attack, which amplifies the mitigation of the -tohit.

My greatest dissapointment has been Fire/Time, with Ice/Time in second place. Fire time was just a joke, things running out of hot feet and juncture, with both draining so much end that I couldn't keep everything immob'd. At the same time, everything hitting me JUST FINE because farsight doesn't come till 28 I think, and not enough recovery left over to power other +def pool powers. Maybe at 50 they are great, but I don't have the luxury of leveling that fast.
My immediate notion with Time was to pair it with those sets that lives in melee. Unfortunately, it does seem end heavy and that's a disadvantage for both Fire and Ice as they struggle with their own endurance issues. Electric Control seems like a natural synergy since it helps manage those endurance problems, takes advantage of the PBAoE effects, and layers on some early mitigation with it's confuse.

Quote:
Ice/Time was sad because even with 6 confuse DO's in arctic air, the confuse duration and overall effect was pitiful. I guess people love the 50 proc in it, but until then the confuse part is crap. The slow and afraid is good. But like with fire, the group will scatter and you will have your end sucked from you.

That was my long list of opinions on the powerset after playing it and nothing else since i21 went live.
Six slotting a power for anything is generally a poor decision. In this case, you're ignoring the fact that Arctic Air must make a hit role. So no matter how long the confusion duration, it won't apply until it actually hits. For SO's or common IO's, I'd recommend slotting 2 acc/2 confuse/2 end reduction in AA and you'll see much better results.


 

Posted

Quote:
Originally Posted by Nox__Fatalis View Post
Ice/Time was sad because even with 6 confuse DO's in arctic air, the confuse duration and overall effect was pitiful. I guess people love the 50 proc in it, but until then the confuse part is crap. The slow and afraid is good. But like with fire, the group will scatter and you will have your end sucked from you.
I find it to be very useful with nothing but endurance reduction. Other powers keep them from scattering.

Quote:
Originally Posted by ketch View Post
Six slotting a power for anything is generally a poor decision. In this case, you're ignoring the fact that Arctic Air must make a hit role. So no matter how long the confusion duration, it won't apply until it actually hits. For SO's or common IO's, I'd recommend slotting 2 acc/2 confuse/2 end reduction in AA and you'll see much better results.
Arctic Air does not take Accuracy.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

I thought of doing an Ice/Time Controller for the slows and similar powers. On beta I tested it and, while it worked okay and the powers were good at keeping enemies locked down, it did basically no damage. I opted instead for an Ice/Time Corruptor. I still have slows and holds to stack, and I much prefer having damage to deal.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
I thought of doing an Ice/Time Controller for the slows and similar powers. On beta I tested it and, while it worked okay and the powers were good at keeping enemies locked down, it did basically no damage.
This is true, but I was impressed enough by how safe it was, even at low levels, that I'm playing one on Live now.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

Quote:
Originally Posted by Aneko View Post
I find it to be very useful with nothing but endurance reduction. Other powers keep them from scattering.

Arctic Air does not take Accuracy.
Ah, it's been quite a while since I leveled it and had forgotten that. It still can benefit from accuracy however, but must use IO's to acquire it. The same is true of Choking Cloud.


 

Posted

Fire/Time corruptors are sick. Kind of reminds me of my Fire/Dark. You guys should try that combo you won't regret it.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by ketch View Post
I'll agree with this. The recharge and damage bonuses are quite worthwhile. I wouldn't put it as high as Fortitude, but it does seem a bit better than Forge.
That's the part that keeps bothering me in these discussions. Fort and Selection are powers with similar uses. Fort is overall more useful because of the incredible defense, but selection is more generally useful, because it isn't duplicated by a dozen different powers and set bonuses. Then people say selection is the worst power in the set, while fort is one of the cornerstones of emp. Fort is better, but it isn't "best vs worst" better.