Time Overpowered


Adamant

 

Posted

Quote:
Originally Posted by BrandX View Post
Yeah, was gonna ask what Dues mentioned. Purely from a numbers perspective (mind you this isn't a big deal...I mean I rolled a DP/TIME...according to most I was shooting my self in the foot picking DP ), why not go Time/Sonic Defender?
Because I'm currently leveling a Storm/Sonic defender already.


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Posted

Time/Elec on a Defender is turning out to be quite good fun.


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Originally Posted by VoodooGirl View Post
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IMO Time/Dark Blast/Power Mastery has serious potential. Life Drain adds a third heal which polishes up the reaction time of Time's heal and now fits better into attack chains. Temporal Mending is already excellent, IMO, but even more so with more heal pulses coming.

If you IO it, slot Tentacles with Ragnarok: Chance for Knockdown and Grav Anchor: Chance for Hold. Put Lockdown: Chance for Hold in the slow patch. Soft cap to the incarnate cap for Ranged attacks only, and the blasts to effectively handle everything else (your base defense will be around 30-35 for each of these anyway, and you'll be immobilizing most things). Use Conserve Power to keep endurance under control. S/L Resistance armor. Power Boost [EDIT: Oops, Power Build Up] affects almost every single power for the duration its active.


 

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Originally Posted by Mega_Jamie View Post
Time/Elec on a Defender is turning out to be quite good fun.
It is! I have a Corr that's already lvl 15 and I just made him last night.



 

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Loving my DP/TIME Corr! The only thing I'm having a hard time deciding is which travel power to give her! Need to get her to redside to pick up Leviathan Mastery for the shield though.

I know keeping with PBU is likely the best way to go, but I want that Leviathan Mastery S/L/C resist shield for concept. Just how it needs to be! She's at 45% to all positions as it is, so that just means I won't be at softcap for iTrials (though with my build that wasn't going to happen anyways, but 50%+ would of been nicer I'm sure )

Now I just need to figure out which Alpha slot I'm going to give her. With all my others going Incarnate it was pretty straight forward, with Time I'm concidering all 4 of them for different reasons. Cardiac might be the best if my END issues are taken care of after all slotting is completed, but if END issues are taken care of...MORE DAMAGE is tempting, personally I like the idea of even better ACC and grabbing a hold of just a bit more DEF, but Spiritual for the HEAL and RCH is so tempting, especially when that means Hail of Bullets will be up even more often!


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Posted

Quote:
Originally Posted by BrandX View Post
Loving my DP/TIME Corr! The only thing I'm having a hard time deciding is which travel power to give her! Need to get her to redside to pick up Leviathan Mastery for the shield though.

I know keeping with PBU is likely the best way to go, but I want that Leviathan Mastery S/L/C resist shield for concept. Just how it needs to be! She's at 45% to all positions as it is, so that just means I won't be at softcap for iTrials (though with my build that wasn't going to happen anyways, but 50%+ would of been nicer I'm sure )

Now I just need to figure out which Alpha slot I'm going to give her. With all my others going Incarnate it was pretty straight forward, with Time I'm concidering all 4 of them for different reasons. Cardiac might be the best if my END issues are taken care of after all slotting is completed, but if END issues are taken care of...MORE DAMAGE is tempting, personally I like the idea of even better ACC and grabbing a hold of just a bit more DEF, but Spiritual for the HEAL and RCH is so tempting, especially when that means Hail of Bullets will be up even more often!
You aren't even at 50 yet, and you are already at 45% to ALL positions without PBU/PB?

How did you manage that, if you don't mind my asking?


On another note... I'm liking my Time/Sonic Defender. He's really helpful against hard targets because of all his -res stacking. I can get about -116% res stacked, sometimes a little more sometimes a little less, which helps the team just MELT AVs and the like.

Only issues are... VERY end heavy. Soloing is a nightmare, even though I can easily keep up damage and defense-wise. Even slotting End reducers doesn't seem to help.
Also, the lack of AoE. In order to maximize my Time abilities I need to dive right into the middle of mobs. Howl is great, and when stacked with Slowed Response gives -50% res to up to 10 targets... but Howl is a cone and doesn't work well in melee. So I end up having to jump in and out which tends to get annoying.

I'm starting to think something with a lot of targeted AoEs and PBAoEs might flow much better. However, I don't really care much about the damage since, on a team, there is usually enough of that already.
Originally I wanted to try DP for concept.... but it was just too late blooming and the secondary effects are not very good (even the -dmg with toxic rounds is fairly anemic on defenders and short-lasting).

My other idea was Electric Blast. Is sapping a viable strategy? Does it work against bigger targets, like AVs? I was just thinking of spamming Short Circuit and Ball Lightning when I wasn't buffing/de-buffing with time.

Thoughts? Experiences?

P.S.- No fix for Defender Chrono Shift recharge till Issue 21.5? NOOOOOOOOO!!!


 

Posted

Quote:
Originally Posted by Adamant View Post
You aren't even at 50 yet, and you are already at 45% to ALL positions without PBU/PB?

How did you manage that, if you don't mind my asking?


On another note... I'm liking my Time/Sonic Defender. He's really helpful against hard targets because of all his -res stacking. I can get about -116% res stacked, sometimes a little more sometimes a little less, which helps the team just MELT AVs and the like.

Only issues are... VERY end heavy. Soloing is a nightmare, even though I can easily keep up damage and defense-wise. Even slotting End reducers doesn't seem to help.
Also, the lack of AoE. In order to maximize my Time abilities I need to dive right into the middle of mobs. Howl is great, and when stacked with Slowed Response gives -50% res to up to 10 targets... but Howl is a cone and doesn't work well in melee. So I end up having to jump in and out which tends to get annoying.

I'm starting to think something with a lot of targeted AoEs and PBAoEs might flow much better. However, I don't really care much about the damage since, on a team, there is usually enough of that already.
Originally I wanted to try DP for concept.... but it was just too late blooming and the secondary effects are not very good (even the -dmg with toxic rounds is fairly anemic on defenders and short-lasting).

My other idea was Electric Blast. Is sapping a viable strategy? Does it work against bigger targets, like AVs? I was just thinking of spamming Short Circuit and Ball Lightning when I wasn't buffing/de-buffing with time.

Thoughts? Experiences?

P.S.- No fix for Defender Chrono Shift recharge till Issue 21.5? NOOOOOOOOO!!!
I started getting everything sorta planned out before i21 was live, and started slotting IOs at level 30.

Both +3% Defense IOs are lvl 10, those got slotted into Tough, which was taken at lvl 14.

Basically I use lvl 33 IO sets instead of lvl 50, because I exemp for TFs alot and like to have my bonuses remain at least for the TFs that put me at lvl 30.

[Edit] Okay at 45.05/43.19/43.49 R/M/A Defenses...when I get the Enzymes slotted in that should bump M/A to 44.4-45% I believe.


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Posted

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Originally Posted by Granite Agent View Post
This was beat to death on the beta boards. Anyone who played the set for a while felt it really wasn't over powered compared to the other top sets. The comment about about "the Willpower of control" is accurate.
yet willpower tankers (when done right) is one of the most powerful tanker defense set out there... at least it's in the same tier as a properly built stone or invun tanker.

so i don't think that's a good comparison. Unless you mean to say that it's one of the best sets it's just not noticeably overpowered?


 

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IMO Time/Dark Blast/Power Mastery has serious potential.
You got to stop having the same ideas as me, man! It's getting scary.


 

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Originally Posted by Arcanaville View Post
I'm still trying to decide what to roll for my first *live* TM character. I tested my brains out on TM, so I have the luxury of backing off a bit and deciding what I actually want to play, not what would be good to test. Energy/Time did cross my mind as a "what if" on my main.

But to be honest, I'm currently trying to decide between:

- Gravity/Time controller. Love the concept. Gravity, time - PhysicsGirl would probably be interesting. Not the most powerful combo, but definitely ... swirly.

- Bots/Time mastermind. Another concept combo, but it has the significant disadvantage that I'll probably fall asleep while playing it. That would probably be ludicrous to solo.

- Sonic/Time corruptor. Probably an awesome soloing combo, without quite the somnolence of bots. Speaking of overpowered, I still have no idea what anyone was thinking when they gave squishies Siren's Song. You might as well practically give blasters Elude.

- Electric/Time controller. Honestly, I have no concept for this. The idea popped into my head, and it just seemed so weird it had a certain charm to it.
i like your ideas, i made a rad/time corrupter myself and its good for soloing and for teams but since i didnt play time in beta due to some account issues i dont really know what all it can do if properly slotted


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What are your thoughts on Fire/Time, both corrupter and controller?


 

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I have a Time/Fire Defender, a Fire/Time controller, and a Thugs/Time MM that I'm enjoying.

At higher levels the FIre/Time controller will be pretty safe, but won't deal damage like a Fire/Kin (not much does though, when you're talking controllers).

I'm REALLY digging the Time/Fire defender. Good damage from Fire, and the debuff from Time's Juncture is letting me pseudo-tank for teams of squishies.

The Thugs/Time MM is a concept character, but he seems to have some decent potential for power as well. (His concept is a Victorian era steampunk time traveler, he hired the thugs to be his guides while in the future)


Quote:
Originally Posted by Dechs Kaison
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Not sure if it's over-power'd but my bots/time MM is a monster. With bubbles from my protector bots and the +def from the Time set all my bots have 35% def. I havn't even started my IO build and I'm lvl 33.

I can tell this guy is gonna be tough. Overpower'd? maybe.


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Originally Posted by LAST_RONIN View Post
Not sure if it's over-power'd but my bots/time MM is a monster. With bubbles from my protector bots and the +def from the Time set all my bots have 35% def. I havn't even started my IO build and I'm lvl 33.

I can tell this guy is gonna be tough. Overpower'd? maybe.

Let us know when you get your Incarnate slot, I'd like to see how that plays out.


 

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Originally Posted by Deus_Otiosus View Post
Fire/Time Corr.

When you have controls, heal, defense all in decent measure - the only thing you really want after that is a heap of damage.

Out of what you listed: Time/Sonic Defender instead of Corr would be the better choice.



I generally like your posts, and I agreed with a lot of what you said in Beta.

But I think you are now at the point of being disingenuous when you keep saying how time "beats armor sets" for actual numbers.

If you're talking defenders, who can we compare that to melee wise? A Tanker? Defender Farsight does not beat Tanker Ice, Tanker SD or Tanker SR.

If you're talking Power Boost, then we can just say that "All Scrapper Armors beat Brute Armors for Defense" on the basis that Scrappers can take Shadow Meld.


Corr Farsight slotted with no powerboost is 14% DEF. That's not beating any Defense based armor set, nor is it beating a VEAT.

Neither does time grant any Mez protection at all, a key component of armor sets.



So while I actually agree that Farsight should have gotten some resistance (like 5% or something) to prevent the current Power Boost combination from doing what it's doing, I think you should be clearer when you keep posting about it.
Did you just say Shadow Meld?

As inthe level 44 patron power from Ghost widow Shadow meld?
The power that lasts less then 8 seconds for 14% defense...that shadow Meld?
The power that takes 3 minutes to recharge...Shadow Meld?
The one that anchors you in place to activate and actualy can be interupted and thus wasted....the same power that uses 30 energy to start it.

You do know an Inspiration lasts 1 minutes and provides 25% defense?
And you can stack those and use them as you like.

I am just making sure.....on which power you are talking about.....because i am thinking you might be refering to something else.


 

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Originally Posted by PsychicKitty View Post
Did you just say Shadow Meld?

As inthe level 44 patron power from Ghost widow Shadow meld?
The power that lasts less then 8 seconds for 14% defense...that shadow Meld?
The power that takes 3 minutes to recharge...Shadow Meld?
The one that anchors you in place to activate and actualy can be interupted and thus wasted....the same power that uses 30 energy to start it.

You do know an Inspiration lasts 1 minutes and provides 25% defense?
And you can stack those and use them as you like.

I am just making sure.....on which power you are talking about.....because i am thinking you might be refering to something else.
I think they mean the Shadow Meld that buffs 20% defense for 15 seconds with 90 second recharge and is not interruptible and costs 5.2 endurance.

The cast time is a rather ugly 3.0 seconds though.


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Posted

Quote:
Originally Posted by PsychicKitty View Post
Did you just say Shadow Meld?

As inthe level 44 patron power from Ghost widow Shadow meld?
The power that lasts less then 8 seconds for 14% defense...that shadow Meld?
The power that takes 3 minutes to recharge...Shadow Meld?
The one that anchors you in place to activate and actualy can be interupted and thus wasted....the same power that uses 30 energy to start it.

You do know an Inspiration lasts 1 minutes and provides 25% defense?
And you can stack those and use them as you like.

I am just making sure.....on which power you are talking about.....because i am thinking you might be refering to something else.
I'm not sure which Shadow Meld you're using, but the one my Scrapper has lasts 15 seconds (not 8), gives 32% DEF if slotted (not 14), recharges in 90 seconds (not 3 minutes), doesn't anchor you in place, can't be interrupted, and is only 5 endurance (not 30).

Quote:
Originally Posted by Arcanaville View Post
I think...
Why you...


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Dispari View Post
Why you...
Look on the bright side: your Shadow Meld is at least as good as mine is.


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Posted

Make an Earth Kinetics and then tell me if Time is still OP. I'm gonna go ahead and assume that you haven't seen Rad/Rad Def's go to work before have you?


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