Hot Feet/Time's Juncture synergy
I'd use my Standard Hot feet and Hurricane slotting.
Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(9), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(11)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Well, both the powers are easy to slot, which sets depends on what bonuses you need for your build. Hot feed needs some endrdx and acc, and ed capped damage, and time's juncture needs some endrdx and some ToHit, everything else is extra.
With SOs: 1 acc, 2 dmg, 2 endred in Hot Feet and 1 endred, 3 debuff in Time's Juncture. It gets even better once you cram some Hami-Os or a 5-slot set into Hot Feet.
There was a point, on beta, where the copy tool was down and the database had been wiped, so we were all cash-poor. I ground out enough inf to slot as above, and that, plus unslotted Imps, was enough mitigation and damage to grind x1+0 Council missions until I could afford to slot the rest, almost without ever firing any other power. The combination of those three powers is just that good. Combine it with 6 slotted Farsight (3 rech, 3 def) and 6 slotted Thunderstrike in Ring of Fire and Char, and Katie bar the door, you're all but unstoppable against anything below an EB; I barely remembered I had other powers.
I personally like to ED cap damageon hot feet. I know it's expensive, but the second endrdx only removes .16 end/sec, where as putting an endrdx in fire cages can give you up to .4875 less end/sec. Endrdx is almost always better used in activated powers than in toggles, so long as you're toggles are low enough they allow you some end recovery at all.
I'm playing a Fire/Time troller and really enjoying it. As I suspected, the blend of Hot Feet and Time's Juncture is truly amazing and even at lowly level 8 can make a huge difference for the team. I can only imagine what it'll be like when fully slotted and matured. Which brings me to:
I'm wondering what the optimal slotting for this dynamic duo would be? It already has stacking slows, but obviously it would be good to enhance the -to hit, end redux and damage as much as possible. Ergo, I am looking for ideas- what would you slot in these two powers to get the most bang for your buck and why?