How to slot /Time


Infini

 

Posted

Ive been messing around on beta w/ a Elec/time,its pretty fun...but i cant get the slotting down for time....any ideas on how to enhance /time? would really apprieciate the help thanks!


 

Posted

My suggested slotting

Time Crawl: 1 Acc, 1 Endrdx, 0-2 Recharge
Temporal Mending: 1 EndRdx, 2-3 Heal, 2 Rehcharge
Time's Juncture: 1-2 EndRdx, 0-3 To-Hit Debuff
Temporal Selection: 1-3 Recharge, 0-3 Heal
Distortion Field: 1 EndRdx, 1-2 Recharge, 0-1 Slow
Time Stop: 1 Acc, 1 EndRdx, 1-2 Hold, 1-2 Recharge
Farsight: 3 Recharge, 0-3 Def Buff
Slowed Response: 1 Acc, 3 Recharge, 0-2 Def Debuff
Chrono Shift: 3 Recharge, 3 EndMod


 

Posted

I'd personally slot chrono shift more for healing than end mod and just manage your own end within the set. Time's juncture can be very useful for regenerating allies. End result slotting on that and temporal mending I'd say would be 5 doctored wounds for the recharge bonuses. Same for Chrono shift then add an end mod in the last slot.


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Posted

Quote:
Originally Posted by Windenergy21 View Post
I'd personally slot chrono shift more for healing than end mod and just manage your own end within the set. Time's juncture can be very useful for regenerating allies. End result slotting on that and temporal mending I'd say would be 5 doctored wounds for the recharge bonuses. Same for Chrono shift then add an end mod in the last slot.
Assuming you meant temporal selection instead of time's juncture.

I can see equal reason to slot chrono shift with endmod or healing, and I guess it really depends on what you're looking for in you're build. I have't played around with it much(my own /time just hit level 28 and got the wonderous farsight), so I'm working mostly off my notes on the numbers. Chronoshifts heal is not that huge, especially if the target is not accelerated, and won't help a great deal unless there is a lot of other healing to go around, which as a controller isn't my primary focus(though I do heal when needed).

Endurance is always important though, and Chronoshift provides a pretty big bonus to recovery. And since time is rather end heavy, as are many controller primaries, that can be helpful. Of paticular note, many peoples builds are so carefully measured that increased recharge can kill their endurance is anything goes wrong, so the extra helps. Further, I'd much rather stick a Spiritual alpha in my character than a cardiac, to I get endmod when I can get it.

I'll agree that the regen on temporal selection is decent, and for people who have some natural regen already it's great, but if you don't team a lot, or you generally find yourself putting it on damage dealings rather than tanks and scrappers who don't seem to take much damage anyways, it's not needed. It's a good place to put extra slots if you have them, but I wouldn't underslot most other powers to shoe horn in some healing unless I know I'll be teaming with lots of /regen and /willpower toons.


 

Posted

Quote:
Originally Posted by TheOOB View Post
Assuming you meant temporal selection instead of time's juncture.

I can see equal reason to slot chrono shift with endmod or healing, and I guess it really depends on what you're looking for in you're build. I have't played around with it much(my own /time just hit level 28 and got the wonderous farsight), so I'm working mostly off my notes on the numbers. Chronoshifts heal is not that huge, especially if the target is not accelerated, and won't help a great deal unless there is a lot of other healing to go around, which as a controller isn't my primary focus(though I do heal when needed).

Endurance is always important though, and Chronoshift provides a pretty big bonus to recovery. And since time is rather end heavy, as are many controller primaries, that can be helpful. Of paticular note, many peoples builds are so carefully measured that increased recharge can kill their endurance is anything goes wrong, so the extra helps. Further, I'd much rather stick a Spiritual alpha in my character than a cardiac, to I get endmod when I can get it.

I'll agree that the regen on temporal selection is decent, and for people who have some natural regen already it's great, but if you don't team a lot, or you generally find yourself putting it on damage dealings rather than tanks and scrappers who don't seem to take much damage anyways, it's not needed. It's a good place to put extra slots if you have them, but I wouldn't underslot most other powers to shoe horn in some healing unless I know I'll be teaming with lots of /regen and /willpower toons.
I have an Earth/Time at level 37 and I was originally planning on doing 5 DW in Chrono Shift. Now I'm thinking of just frankenslotting it with some Endmod, too. It's extremely end heavy so that would probably help out. Especially since I'm going for a pure recharge build.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Infini View Post
I have an Earth/Time at level 37 and I was originally planning on doing 5 DW in Chrono Shift. Now I'm thinking of just frankenslotting it with some Endmod, too. It's extremely end heavy so that would probably help out. Especially since I'm going for a pure recharge build.
Pretty much my point entirely, the more recharge you have, the more endurance you need to take advantage of it, and since taking spiritual negates taking cardiac, you need end management from other sources. Plus spiritual already provides some healing boost, so I could see 3 recharge, 2 endmod, 1 heal working well.

I don't like to talk about sets for individual powers unless I'm frakenslotting just to make the power better. It' more important to talk about sets in BUILDs, because what sets you use is at least in part due to what bonuses you need for you're build.


 

Posted

Quote:
Originally Posted by TheOOB View Post
Pretty much my point entirely, the more recharge you have, the more endurance you need to take advantage of it, and since taking spiritual negates taking cardiac, you need end management from other sources. Plus spiritual already provides some healing boost, so I could see 3 recharge, 2 endmod, 1 heal working well.

I don't like to talk about sets for individual powers unless I'm frakenslotting just to make the power better. It' more important to talk about sets in BUILDs, because what sets you use is at least in part due to what bonuses you need for you're build.
The only powers in /Time I'm really looking at sets for are:
Temporal Mending and Temporal Selection for Doctored Wounds
Distortion Field and Time Stop for Basilisk Gaze

The rest of the powers I'm fairly certain will be frankenslotted as slots get scarce pretty quickly with /Time.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by TheOOB View Post
Assuming you meant temporal selection instead of time's juncture.

I can see equal reason to slot chrono shift with endmod or healing, and I guess it really depends on what you're looking for in you're build. I have't played around with it much(my own /time just hit level 28 and got the wonderous farsight), so I'm working mostly off my notes on the numbers. Chronoshifts heal is not that huge, especially if the target is not accelerated, and won't help a great deal unless there is a lot of other healing to go around, which as a controller isn't my primary focus(though I do heal when needed).

Endurance is always important though, and Chronoshift provides a pretty big bonus to recovery. And since time is rather end heavy, as are many controller primaries, that can be helpful. Of paticular note, many peoples builds are so carefully measured that increased recharge can kill their endurance is anything goes wrong, so the extra helps. Further, I'd much rather stick a Spiritual alpha in my character than a cardiac, to I get endmod when I can get it.

I'll agree that the regen on temporal selection is decent, and for people who have some natural regen already it's great, but if you don't team a lot, or you generally find yourself putting it on damage dealings rather than tanks and scrappers who don't seem to take much damage anyways, it's not needed. It's a good place to put extra slots if you have them, but I wouldn't underslot most other powers to shoe horn in some healing unless I know I'll be teaming with lots of /regen and /willpower toons.
Oops yeah mean't temporal selection. The annoying thing to Chrono shift is the recovery only lasts for 30 seconds, not for the full 90 which makes no sense to me and bugs the crap out of me lol. I'd have to check my build as far as if I put 6 Efficacy Adaptors if I'd still have perma Chrono shift, but I know it wouldn't be as easy till you get to Alphas. Plus, by slotting it with healing, also lends the whole "make sure they're alive to actually USE the buff, scenario", all just depends on the team both are useful.


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