How to slot /Time
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
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.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
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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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.
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. |
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)
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.
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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.
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. |
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)
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. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
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!