Time/Dual Pistols Build


Alevan

 

Posted

Hey! You see, I created my very first Defender. I really love the Time Manipulation powers and Dual Pistols seems to be pretty snazzy.

However, I never PLAYED a Defender before. Furthermore, I'm trying to figure out whats the best option in both of these.

Any suggestions would be appreciative.


Luficia's Virtueverse Page

 

Posted

I also play Defenders, so I'm not saying anything against them, but if you just want to use those two powersets you might also consider a Corruptor.


'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

Lots of ways to go about it, some depends on how few power pools you're willing to use, and others what powers you can do without to obtain those power pools.

DP/TIME combo for me is a tight build were I have to make some sacrifices, that I wouldn't of had to make if I went FIRE/TIME, because I'm okay with fewer Fire Blast powers, but really want them for Dual Pistols (love the animations) and have to possibly skip them.

When a new MIDS gets put out, it'll maybe help me some, but from basic planning, I doubt it. :/


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

One benefit to using dual pistols with time manipulation is that the character is not locked into longer animations. I have played some time manipulation with radiation blast on a defender, and rad blast is quick animating and works well. I rolled a Robots/Time manipulation mastermind, and I found it to be very busy Far busier than Robots/FF, almost as busy but not quite ) as Robots/TA. If I put temporal mending on auto-fire, it might help, but i hate doing that.


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

You're going to want to take all of you're time powers, and most if not all of you're dp powers, so you're going to have a tight build, buying the rocket board and ninja run will help a lot.

I think either defender or corruptor will work, if depends on what you're looking for. Time has enough good effects where a defender can get some good boosts. I personally think both sets are late bloomers(aside from Time's Juncture which you'll have on for 90% of you're career).


 

Posted

Defender has better buffs/debuffs ... while Corruptor has better base damage. The thing to pay attention to though is that with the right combination of buffs, a Defender can match (or even exceed) the damage throughput of a Corruptor in a good many circumstances. So it really depends on your build, and what is "most important" to you when choosing which AT to go with.


It's the end. But the moment has been prepared for ...

 

Posted

I look at time DP and this is what I think:

Bullet Rain + Chemical Ammunition + Times Juncture = Whut Damage?

Too bad you cant get Hail of Bullets down low enough to make the -dmg perma XD


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Quote:
Originally Posted by SonicRemedy View Post
Bullet Rain + Chemical Ammunition + Times Juncture = Whut Damage?
This is exactly why I advise people to take pistols on a defender/corruptor and pair it with a set that debuffs damage.


 

Posted

I must say for one, it's a very tight build I am glad I bought some of the travelesk powers and it fits with the theme of my toon. Thus far at 12 I've taken time mending, junction, time selection, distortion field and all of the pistol choices up to this point. Yes I gave up time crawl/time stop for right "now" just because of the need.

Last night minus a few deaths due to very silly mistakes it was amazingly well. It was myself a fire/pain corrupter who is completely new and a returning friend who hasn't played in a bit who's a claws/willpower brute. we were running +1/8 missions not too hard but with the giant herds it kept us busy with only some face planting issues due to hitting wrong keys accidentally having auto run on, ooops that was me , things like that

I like it for the speed of dp and time is just an utter joy thus far, that and it just seems... like a stylish combo If anyone has any great builds for this with the mids tweak out I"d appreciate any thoughts


 

Posted

Well with the new MIDS, I can show you my planned build (DP/TIME, just rearrange the power choices) to give you some ideas. Yes it's expensive...however some of it can be tweaked easily enough to make it cheaper for you.

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Panacea set, I happen to just need two more from the set to complete it on my DP/TIME (the HEAL and HEAL/END/RCH), but this can easily be replaced with Doctored Wounds.

Bullet Rain can be downgraded to Ragnarok, I have Bullet Rain in it right now, purely for because I had the set available and not the Ragnarok set. It's a lose of 1 second on Farsight, and while it's not perma with either set, it's .29 - 1.something seconds off of Perma, and allows me to not use Hasten.

I might switch to Ragnoarok at some point, but for now I have to get ahold of the Enzymes and the two Panacea IOs, so not to worried about it just yet. Also, I may just prefere the Defender Specific IO set if/when it gets put on the market.

NOW! There are some changes on this build currently on Live, that you may prefere (like I have Distortion Field slotted with a Lockdown Proc on live, I really just haven't found it worth casting, maybe Im just on some good teams lately, but Slowed Response and Blasting has been worth the casting more than DF with all the other powers going on).

While isn't exactly what I have on live now (like I still need to go rogue to get the Patron Pools open)...here's some suggested changes.

1) Get rid of the Concealment Pool (that's three powers) I have it purely from a concepty Phase Shift ability.

Then pick up Distortion Field (I have this on live, I just have not seen it to be all that helpful, and rarely cast it now).

Pick up Temporal Selection.

Then either switch to Soul Mastery or Power Mastery for the PBU + Farsight combo, or pick up Combat Jumping, put a LotG: +RCH in it.

You could also skip Hover/Fly, rely on Ninja Run, Replace Hover with Combat Jumping (put the Winters Gift in place of the Enzyme, which I only have slotted in Hover as more of a ENDRED and less of increase defense of the power...but I might as well get both enhancements, so a ENDRED would of worked well enough).

Giving you another power.

Thoughts so far on the combo at 50, DP is still low on the damage compared to other sets (but I still love the animations ), /TIME can be power pick hungry for a lot of people.

In normal content, I really haven't seen a need for TS when you have Farsight, Temporal Mending, and Chronoshift buffing your teammates. Yes it's more buffing for more DMG and survival on 2-3 characters...I just find the previously mentioned 3 powers enough for buffing the teams survival 99% of the time, while Slowed Response give the damage boost.

Could also put in Hasten into the build to up the recharge on all these powers.

My build is nowhere near the min/max OMG point, but while I'm willing to grab those expensive enhancements, I'm less willing to grab powers I'd rather not rely on (like Hasten).

Cardiac seems the way to go on the ALPHA slot. You'll just want more ENDRED with this build, especially if you're grabbing power such as Hasten (and picking it up will likely mean dropping some enhancements...possibly the Kismet and/or the KB Resist IOs).

All in all this should give you an idea of how you want to go about slotting your own TIME/DP and which powers you want to go with.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Very Very nice. Yes at this time I have found for the three man team I am running that at the lower levels at least before I get the other powers distortion field is a blessing when pulling the room full of spawns. Yes I end up pulling them We have found having our brute do this ends poorly more times then not. However a well timed dual pistols shot around a corner with your team waiting in toe tossing distortion field up at that corner spot and then the brute running in to grab the agro with me in toe with temp mending seems to do the trick nicely. At this time I find that time selection isn't just for the damage boost as much as it at these low levels for the aid it gives the willpower brute in heals off temp mend and his own regeneration.

It may be a purely psychological thing however our fire/pain corruptor rarely has to switch to healing beyond healing me after I take some of the alpha and then if by chance boss agro goes poorly

I will take your build and alter it as needed, I have the board/ninja run for my travel powers both of which also fit into the theme of my toon so travel isn't something I am worried about. I may pick up hasten and then combat jump for the added defense though. As for expensive. Time and a patience will earn that *laughs


 

Posted

Quote:
Originally Posted by DJMadman View Post
Very Very nice. Yes at this time I have found for the three man team I am running that at the lower levels at least before I get the other powers distortion field is a blessing when pulling the room full of spawns. Yes I end up pulling them We have found having our brute do this ends poorly more times then not. However a well timed dual pistols shot around a corner with your team waiting in toe tossing distortion field up at that corner spot and then the brute running in to grab the agro with me in toe with temp mending seems to do the trick nicely. At this time I find that time selection isn't just for the damage boost as much as it at these low levels for the aid it gives the willpower brute in heals off temp mend and his own regeneration.

It may be a purely psychological thing however our fire/pain corruptor rarely has to switch to healing beyond healing me after I take some of the alpha and then if by chance boss agro goes poorly

I will take your build and alter it as needed, I have the board/ninja run for my travel powers both of which also fit into the theme of my toon so travel isn't something I am worried about. I may pick up hasten and then combat jump for the added defense though. As for expensive. Time and a patience will earn that *laughs
I'd think it'd be a bit different later, especially when you get Farsight and better defenses built up.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I offer you my planned build for my DP/Time Corruptor as an alternative. I never use purple sets or PVP sets, so it is cheaper.

NOTE: The powers are not selected in the order I would actually take them, I played around with the build a lot.

Also POWER BOOST boosts the *entire* duration of farsight, even though it is a 15 second 'click', I just have to remember to use it before using farsight.

Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/

Supercentenarian: Level 50 Technology Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Time Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
------------
Level 1: Pistols Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Acc/Dmg(9), Decim-Acc/Dmg/Rchg(50)
Level 1: Time Crawl TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(50)
Level 2: Temporal Mending Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Time's Juncture DampS-ToHitDeb/EndRdx(A), DampS-Rchg/EndRdx(9), DampS-ToHitDeb/Rchg/EndRdx(46), DampS-ToHitDeb(48), DampS-ToHitDeb/Rchg(48)
Level 6: Boxing Empty(A)
Level 8: Combat Jumping LkGmblr-Rchg+(A), Krma-ResKB(21)
Level 10: Temporal Selection EndRdx-I(A)
Level 12: Hasten RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Tough S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37), HO:Ribo(37)
Level 16: Distortion Field BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-Rchg/Hold(37), Lock-%Hold(48)
Level 18: Weave LkGmblr-Rchg+(A), HO:Enzym(19), HO:Enzym(19)
Level 20: Time Stop BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/Hold(31), BasGaze-Acc/Rchg(33)
Level 22: Dual Wield Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(23), Decim-Dmg/EndRdx(23), Decim-Acc/Dmg(31), Decim-Acc/Dmg/Rchg(31)
Level 24: Empty Clips Posi-Dmg/Rchg(A), Posi-Dmg/Rng(25), Posi-Dmg/EndRdx(25), Posi-Acc/Dmg(27), Posi-Acc/Dmg/EndRdx(27)
Level 26: Swap Ammo
Level 28: Farsight LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29), HO:Membr(39)
Level 30: Bullet Rain Posi-Dmg/Rchg(A), Posi-Dmg/Rng(34), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg(36), Posi-Acc/Dmg/EndRdx(36)
Level 32: Executioner's Shot Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(33), Decim-Dmg/EndRdx(33), Decim-Acc/Dmg(34), Decim-Acc/Dmg/Rchg(34)
Level 35: Slowed Response ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(40), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(43), ShldBrk-%Dam(46)
Level 38: Chrono Shift RechRdx-I(A), Efficacy-EndMod/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
Level 41: Hail of Bullets Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(42), Oblit-Dmg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-%Dam(50)
Level 44: Dark Embrace Aegis-ResDam(A), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46)
Level 47: Super Speed Clrty-Stlth(A)
Level 49: Power Boost RechRdx-I(A)
Level 50: Cardiac Total Core Revamp
------------
Level 1: Brawl Empty(A)
Level 1: Scourge
Level 1: Sprint Empty(A)
Level 2: Rest RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5), EndMod-I(5)
Level 26: Chemical Ammunition
Level 26: Cryo Ammunition
Level 26: Incendiary Ammunition



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Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Nice build Kinrad.

Just in case you missed it, your defense is not soft capped. The Power Boost power effectively only boosts Farsight, not the toggles.
If you want to aim for softcap, do not activate Power Boost in Mid, but instead add 7.37% to all defenses (power boosted difference of Farsight). Another way of looking at it is to aim for 37.6% defense.
Of course, for Defenders the values will be a little bit different.


 

Posted

Quote:
Originally Posted by Eldman View Post
Nice build Kinrad.

Just in case you missed it, your defense is not soft capped. The Power Boost power effectively only boosts Farsight, not the toggles.
If you want to aim for softcap, do not activate Power Boost in Mid, but instead add 7.37% to all defenses (power boosted difference of Farsight). Another way of looking at it is to aim for 37.6% defense.
Of course, for Defenders the values will be a little bit different.
True enough. I *think* it would be softcapped on a Defender because of higher modifiers, but I'm too lazy to swap it all around to find out!

I'm too cheap to spend 3 bil on the PVP 3%, otherwise it would be capped to all but range. As it is, I'm a small purple away from being *well* over softcap whenever I need it. Not to mention the just shy of 20% -tohit to anything withing 25 feet of me.

I'm *hoping* that I will be happy with the build, as I plan on being pretty close to melee to get that -tohit to do as much work as possible. If not, I can always drop SS for Manuevers.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

I have no idea if I did good on this build or not, I have not done a full on build in so long. yes I know this is going to be insane in it's expensiveness However way I see it always good to have a idea of a final prime build and then find ways to get close to it while I can now until I can afford it. I expect this no where to be near prime however I hope someone can help me out.

Please note the order isn't finite nor is the order of the slots this was just to see what could be done. First time trying in a while and all


Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temporal Mending

  • (A) Doctored Wounds - Recharge
  • (3) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
Level 1: Pistols
  • (A) Decimation - Damage/Recharge
  • (5) Decimation - Accuracy/Endurance/Recharge
  • (21) Decimation - Damage/Endurance
  • (27) Decimation - Chance of Build Up
  • (29) Decimation - Accuracy/Damage
Level 2: Dual Wield
  • (A) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Endurance
  • (9) Decimation - Accuracy/Damage/Recharge
  • (9) Decimation - Damage/Recharge
  • (29) Decimation - Accuracy/Endurance/Recharge
Level 4: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (5) Dark Watcher's Despair - Chance for Recharge Slow
  • (19) Dark Watcher's Despair - To Hit Debuff
  • (7) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 6: Hasten
  • (A) HamiO:Membrane Exposure
Level 8: Distortion Field
  • (A) Basilisk's Gaze - Endurance/Recharge/Hold
  • (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (11) Basilisk's Gaze - Chance for Recharge Slow
  • (15) Basilisk's Gaze - Accuracy/Hold
  • (15) Basilisk's Gaze - Recharge/Hold
Level 10: Empty Clips
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (46) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Accuracy/Damage/Endurance
Level 12: Swap Ammo
Level 14: Temporal Selection
  • (A) Numina's Convalescence - Heal/Endurance
  • (50) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - +Regeneration/+Recovery
Level 16: Bullet Rain
  • (A) Ragnarok - Chance for Knockdown
  • (17) Ragnarok - Damage/Recharge
  • (17) Ragnarok - Damage
  • (37) Ragnarok - Accuracy/Damage/Recharge
  • (37) Ragnarok - Accuracy/Recharge
Level 18: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Red Fortune - Defense/Recharge
  • (23) Red Fortune - Endurance/Recharge
  • (40) Red Fortune - Endurance
  • (23) Red Fortune - Defense
  • (36) Red Fortune - Defense/Endurance
Level 20: Boxing
  • (A) Hecatomb - Chance of Damage(Negative)
  • (21) Hecatomb - Damage/Recharge
  • (27) Hecatomb - Damage/Endurance
  • (37) Hecatomb - Damage
  • (40) Hecatomb - Accuracy/Damage/Recharge
Level 22: Time Stop
  • (A) Basilisk's Gaze - Chance for Recharge Slow
  • (45) Basilisk's Gaze - Accuracy/Hold
  • (45) Basilisk's Gaze - Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 24: Tough
  • (A) Impervious Skin - Endurance/Recharge
  • (25) Impervious Skin - Resistance/Endurance/Recharge
  • (25) Impervious Skin - Status Resistance
  • (36) Impervious Skin - Resistance/Recharge
  • (36) Impervious Skin - Resistance/Endurance
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Executioner's Shot
  • (A) Apocalypse - Damage/Endurance
  • (31) Apocalypse - Chance of Damage(Negative)
  • (31) Apocalypse - Damage/Recharge
  • (31) Apocalypse - Accuracy/Recharge
  • (34) Apocalypse - Accuracy/Damage/Recharge
Level 32: Chrono Shift
  • (A) Panacea - Heal/Endurance
  • (33) Panacea - Endurance/Recharge
  • (33) Panacea - Hea/Recharge
  • (33) Panacea - Heal/Endurance/Recharge
  • (34) Panacea - +Hit Points/Endurance
  • (34) Panacea - Heal
Level 35: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Hail of Bullets
  • (A) Armageddon - Chance for Fire Damage
  • (39) Armageddon - Damage
  • (39) Armageddon - Accuracy/Recharge
  • (39) Armageddon - Damage/Recharge
  • (40) Armageddon - Accuracy/Damage/Recharge
Level 41: Soul Drain
  • (A) Obliteration - Chance for Smashing Damage
  • (42) Obliteration - Damage
  • (42) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
Level 44: Piercing Rounds
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Power Boost
  • (A) HamiO:Membrane Exposure
Level 49: Slowed Response
  • (A) Achilles' Heel - Defense Debuff
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Vigilance
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) HamiO:Microfilament Exposure
Level 2: Health
  • (A) Doctored Wounds - Heal
Level 2: Hurdle
  • (A) HamiO:Microfilament Exposure
Level 2: Stamina
  • (A) Adrenal Adjustment - EndMod
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition




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Posted

I did a bit more tweaking, minor tweaking and I figure the only thing I may want to do is find a way to tweak it so I have a bit more resistance even if I have to sacrifice some of the defense since it's already over the soft cap. However I would like to keep about the same amount of recharge. Also as everyone needs something to shoot for that's insane or least I usually do in any game I went for the most Ridiculous. Yes the only issue I really see here is I'll be carrying some oranges and blues for candy inspiration, mostly blues that and the carpel tunnel syndrome that comes from an active set. I'll start with a content io'ed out build then work my way slowly to this one. *starts to pass around a cup * influence for the poor?

Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temporal Mending

  • (A) Doctored Wounds - Recharge
  • (3) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
Level 1: Pistols
  • (A) Decimation - Damage/Recharge
  • (5) Decimation - Accuracy/Endurance/Recharge
  • (21) Decimation - Damage/Endurance
  • (27) Decimation - Chance of Build Up
  • (29) Decimation - Accuracy/Damage
Level 2: Dual Wield
  • (A) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Endurance
  • (9) Decimation - Accuracy/Damage/Recharge
  • (9) Decimation - Damage/Recharge
  • (29) Decimation - Accuracy/Endurance/Recharge
Level 4: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (19) Dark Watcher's Despair - To Hit Debuff
  • (7) Dark Watcher's Despair - Chance for Recharge Slow
Level 6: Hasten
  • (A) HamiO:Membrane Exposure
Level 8: Distortion Field
  • (A) Unbreakable Constraint - Accuracy/Recharge
  • (11) Unbreakable Constraint - Hold/Recharge
  • (11) Unbreakable Constraint - Endurance/Hold
  • (15) Unbreakable Constraint - Hold
  • (15) Unbreakable Constraint - Chance for Smashing Damage
Level 10: Empty Clips
  • (A) Kinetic Crash - Damage/Knockback
  • (46) Kinetic Crash - Recharge/Endurance
  • (46) Kinetic Crash - Recharge/Knockback
  • (48) Kinetic Crash - Damage/Endurance/Knockback
  • (48) Kinetic Crash - Accuracy/Damage/Knockback
  • (50) Kinetic Crash - Accuracy/Knockback
Level 12: Swap Ammo
Level 14: Temporal Selection
  • (A) Numina's Convalescence - Heal
Level 16: Bullet Rain
  • (A) Ragnarok - Chance for Knockdown
  • (17) Ragnarok - Damage/Recharge
  • (17) Ragnarok - Damage
  • (37) Ragnarok - Accuracy/Damage/Recharge
  • (37) Ragnarok - Accuracy/Recharge
Level 18: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Red Fortune - Defense/Recharge
  • (23) Red Fortune - Endurance/Recharge
  • (40) Red Fortune - Endurance
  • (23) Red Fortune - Defense
  • (36) Red Fortune - Defense/Endurance
Level 20: Boxing
  • (A) Hecatomb - Chance of Damage(Negative)
  • (21) Hecatomb - Damage/Recharge
  • (27) Hecatomb - Damage/Endurance
  • (37) Hecatomb - Damage
  • (40) Hecatomb - Accuracy/Damage/Recharge
Level 22: Time Stop
  • (A) Basilisk's Gaze - Chance for Recharge Slow
  • (45) Basilisk's Gaze - Accuracy/Hold
  • (45) Basilisk's Gaze - Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 24: Tough
  • (A) Impervious Skin - Endurance/Recharge
  • (25) Impervious Skin - Resistance/Endurance/Recharge
  • (25) Impervious Skin - Status Resistance
  • (36) Impervious Skin - Resistance/Recharge
  • (36) Impervious Skin - Resistance/Endurance
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Executioner's Shot
  • (A) Apocalypse - Damage/Endurance
  • (31) Apocalypse - Chance of Damage(Negative)
  • (31) Apocalypse - Damage/Recharge
  • (31) Apocalypse - Accuracy/Recharge
  • (34) Apocalypse - Accuracy/Damage/Recharge
Level 32: Chrono Shift
  • (A) Panacea - Heal/Endurance
  • (33) Panacea - Endurance/Recharge
  • (33) Panacea - Hea/Recharge
  • (33) Panacea - Heal/Endurance/Recharge
  • (34) Panacea - +Hit Points/Endurance
  • (34) Panacea - Heal
Level 35: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Hail of Bullets
  • (A) Armageddon - Chance for Fire Damage
  • (39) Armageddon - Damage
  • (39) Armageddon - Accuracy/Recharge
  • (39) Armageddon - Damage/Recharge
  • (40) Armageddon - Accuracy/Damage/Recharge
Level 41: Soul Drain
  • (A) Obliteration - Chance for Smashing Damage
  • (42) Obliteration - Damage
  • (42) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
Level 44: Piercing Rounds
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Power Boost
  • (A) HamiO:Membrane Exposure
Level 49: Slowed Response
  • (A) Analyze Weakness - Defense Debuff
  • (50) Shield Breaker - Accuracy/Defense Debuff
Level 50: Void Radial Final Judgement
Level 50: Cimeroran Core Superior Ally
Level 50: Ageless Radial Epiphany
Level 50: Spiritual Radial Paragon
Level 50: Gravitic Radial Flawless Interface
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Vigilance
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) HamiO:Microfilament Exposure
Level 2: Health
  • (A) Doctored Wounds - Heal
Level 2: Hurdle
  • (A) HamiO:Microfilament Exposure
Level 2: Stamina
  • (A) Adrenal Adjustment - EndMod
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition



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Posted

I refuse to rely on Farsight to gain defense cap and having to cast it every 2 minutes or 30 times an hour, that is just a bit silly and its not gonna happen realistically. Juncture will get you aoe and melee capped just through set slotting your powers.

This build is giving you near range cap at 44.8. Your aoe and melee are 20% and 22% defense and Juncture gives you a -ToHit debuff of 25.21%. Though I am not a big fan of getting defenses through -ToHit debuffs, it is what it is. I think between the defenses and the healing and debuffs you should be very good.

I would probably use super speed with the stealth to zip into the middle of mobs. Juncture would probably aggro them but you would be capped out. Then opening up with HOB and then dropping your target aoe powers. I would then drop super speed IO during HOB attack for endurance reasons. At this point other groups of mobs would aggro but between the aoe holds slow and proc of lockdown along with the range cap you would be able to endure the incoming attacks until they come into melee range. I don't think you would have an issue at least running 3/8 setting before picking up your alpha.

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dual Pistols
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(13), TmpRdns-Acc/EndRdx(13), TmpRdns-Rng/Slow(15)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 6: Temporal Mending -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/EndRdx(17)
Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(27), ToHitDeb-I(27)
Level 10: Swap Ammo
Level 12: Temporal Selection -- Heal-I(A)
Level 14: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A)
Level 18: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Suppressive Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 22: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 24: Kick -- Empty(A)
Level 26: Slowed Response -- UndDef-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg(42)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Chrono Shift -- Empty(A), Empty(48), Empty(48)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Dmg(39), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(50)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Hmmm...leveling up a TIME/FIRE now, and have a DP/TIME at 50.

I've seen no problem with casting Farsight when it pops up to keep the defenses going (I also dont have hasten in either build), and really, I find softcapped defenses with Time's Juncture as backup PERFECT!

You know how people say "Defense without DDR is worthless"? Well with -ToHit to stack with high defenses, you don't tend to suffer from defense cascade failure.

At least, I didn't on my DP/TIME running the ITF and staying in melee range of everything with softcapped defenses and TJ running.

Also, Farsight was a awesome when running a LGTF for my DP/TIME.

*hit mutation* *turn into monkey* *O.O OH NOES!* *get piled on by Rikti as the team is speeding through the horseman* *SURVIVE! \o/* That's right, 60 seconds of surviving Rikti beating on the rikti monkied DP/TIME Corr, because they just kept missing


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
*hit mutation* *turn into monkey* *O.O OH NOES!* *get piled on by Rikti as the team is speeding through the horseman* *SURVIVE! \o/* That's right, 60 seconds of surviving Rikti beating on the rikti monkied DP/TIME Corr, because they just kept missing
I'm not sure, but I believe that may be the actual definition of awesomesauce!


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)