Just in case there was any doubt...


Aneko

 

Posted

Time Manipulation is in fact awesome!


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Time Manipulation is in fact awesome!
For 15 seconds every two minutes. What can you get that down to?

I do like Time Manipulation, though. <.<


'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

wouldnt lose much since a large amount of it is coming from farsight which is a click


 

Posted

Quote:
Originally Posted by Aneko View Post
For 15 seconds every two minutes. What can you get that down to?

I do like Time Manipulation, though. <.<
in the time/fire build i made for my defender i can get up to 320% rech on my own (wont be perma though), will have 250% perma though (perma chrono when they fix it for fenders, perma hasten, and set bonuses) then ageless destiny which will give me a brief 320% rech (at that point ill have PB down to about 24 sec rech so 9 sec of downtime is not bad lol)


 

Posted

Quote:
Originally Posted by Aneko View Post
For 15 seconds every two minutes. What can you get that down to?

I do like Time Manipulation, though. <.<
As far as I know, that defense buff persists even after power boost wears off since Farsight is a click power. You just gotta make sure you use PB first. Isn't that what FF'ers have been doing for years? Then Farsight is easily perma-able out of the box and the recharge on PB is half that of Farsight, so it'll be ready every time farsight is up.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
wouldnt lose much since a large amount of it is coming from farsight which is a click
Roughly 1/3 Farsight, 1/3 Power Boost, and 1/3 other powers in his example.


'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

Quote:
Originally Posted by Neogumbercules View Post
As far as I know, that defense buff persists even after power boost wears off since Farsight is a click power. You just gotta make sure you use PB first. Isn't that what FF'ers have been doing for years? Then Farsight is easily perma out of the box and the recharge on PB is half that of Farsight, so it'll be ready every time farsight is up.
Power Boost says its duration is 15 seconds. If it doesn't work like that, I wasn't aware of it.


'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

The way I think it works is this:

You use farsight, it gives you (lets just say 10% for simplicity) defense.

You use power boost, then farsight and you get 17% defense.

The defense you get from farsight is calculated on the spot based on any buffs currently on your character and is not persistantly effected by any changes in your combat attributes after the fact because it's a click power.

Now if it was a toggle defense buff such as maneuvers THEN you would see it fluctuate Power Boost.

In actual play in order to get this build to stay at 45% defense at all times it would require a bit more slotting since Weave, Maneuvers, and CJ are being boosted by PB and those 3 powers would go back to normal after 15 seconds. The good news is that because these 3 powers provide fairly small bonuses it would be pretty easy to get that extra defense. In fact I think the Glad Armor 3% would be enough, but barring any ability to aquire one of those it would take just a few sets here and there to cover the gap.

Edit: Just hopped on Beta to test it. On my corr over there I got ~23% defense to everything from Power Boost>Farsight (I'm using Nerve T4 on beta).

When power boost wore of I did -not- lose any defense from farsight. Looking at the numbers on mid's it appears you would have to get about an extra 5% defense from sets in order to cover the gap from the defense boost you lose when PB stops effecting Weave, Maneuvers and CJ.


 

Posted

You're correct, Power Boost makes Farsight's def as long as the power lasts.
So as soon as you perma Farsight you're golden, I made a build that permaed it without hasten and it wasnt even expensive.


 

Posted

Quote:
Originally Posted by Kioshi View Post
You're correct, Power Boost makes Farsight's def as long as the power lasts.
That's good to know. The description says nothing about that.


'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

Quote:
Originally Posted by Aneko View Post
That's good to know. The description says nothing about that.
It's just like the FF Shields, the ones you cast while PB'ed grant awesome defense for 4 minutes (that's how much the shields last right? I forgot). But I can confirm that because I teamed with some high-level Time toons.

Also IIRC Chrono Shift's recharge bonus lasts for 120 secs, not sure about that but someone told me and can't check the game now, Mid's say 30s but I think it's only the healing and recovery. So if you get the power down to 120s rech it's perma (if I'm right about the recharge lasting longer). Should be perma on this build I'm planning since Hasten is more up than down (she's still a lowbie and yes that's the toon's name - the idea was to make the ultimate slow toon). The s/l/melee defs aren't capped but no biggie for me since ranged is capped and there's the -tohit aura for melee, should be easier on other primaries, because I would skip Time Stop but ice blast has a good hold so I'm picking both:

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

Click this DataLink to open the build!

NOBODY MOVES: Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Time Manipulation
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), Range-I(37)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-Acc/Rchg(11)
Level 10: Temporal Selection -- RechRdx-I(A)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48), RechRdx-I(48)
Level 14: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(17)
Level 16: Distortion Field -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(17), CtlSpd-Acc/EndRdx(19), CtlSpd-Rng/Slow(19), CtlSpd-EndRdx/Rchg/Slow(21)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(25)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(42)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 28: Farsight -- HO:Membr(A), HO:Membr(31), LkGmblr-Rchg+(31)
Level 30: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(45), GSFC-ToHit/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(46)
Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), RechRdx-I(43)
Level 35: Slowed Response -- Acc-I(A), RechRdx-I(36), RechRdx-I(36), Achilles-ResDeb%(36)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), Dct'dW-Heal/Rchg(39)
Level 41: Power Boost -- RechRdx-I(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Knock%(50)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(39)
------------
Set Bonus Totals:
  • 9.88% Defense(Smashing)
  • 9.88% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.44% Defense(Melee)
  • 13% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 2% Enhancement(JumpHeight)
  • 2% Enhancement(RunSpeed)
  • 4% Enhancement(Heal)
  • 2% Enhancement(FlySpeed)
  • 2% Enhancement(JumpSpeed)
  • 82.5% Enhancement(RechargeTime)
  • 41% Enhancement(Accuracy)
  • 13% FlySpeed
  • 76.3 HP (7.12%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 6.6%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 18% (0.3 End/sec) Recovery
  • 10% (0.45 HP/sec) Regeneration
  • 5.99% Resistance(Fire)
  • 5.99% Resistance(Cold)
  • 13% RunSpeed




Code:
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Posted

Just popping in to throw a spanner into the works, Neogumbercules has the right of it.

If PB is active when you hit Farsight, you will have the PBed defense numbers from Farsight for the entirety of its duration, since its a click duration power like the FF shields.

However, the build above would only be softcapped when PB is active, because its only at 45% defense when PB is active for all the other powers too. That is to say, that value of 45% is including the PBd values for CJ, Maneuvers and Weave. Since those three are toggles and have a very short duration but rapid refresh rate, you'll only be getting the PBed numbers for those powers for the duration of PB, the 15 seconds.

So to have a properly softcapped Time character all the time (har har), you need to work out what PBed Farsight is giving you, then subtract that from the desired defense numbers (45 usually). Whatever the resulting number is, that's how much defense you need from your other stuff to be softcapped.

PBed Farsight for Defenders is 32.1% (...christ) so you'll need 12.9% defense from other stuff to be softcapped all the time.

PBed Farsight for Corruptors is a meagre 22.2%, so you need 22.7% elsewhere to be softcapped. Woe is us.

Kioshi, the duration of 30s listed in Mids is for the regen and recovery buff. The recharge buff from Chrono Shift lasts 90s, not 120s. So you need the recharge on CS to be under 90s for it to be permanent.

Edit: Looking at your build, I think CS should be about perma with your level of recharge, I'm not sure though. Think the number is somewhere in the mid 80 to low 90s for perma CS, assuming ED slotted Hasten and CS. You won't actually be softcapped though, since without Farsight and PB you're at 12.9, 19.5 and 9.5 M/R/AoE defense.

With your slotting, PBed Farsight provides 21.7% defense. That means you need your other defenses to be at 23.3% when not Powerboosted to be softcapped all the time.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Aside from the 15s of awesome, Power Boost only adds 7.4% defense to the build.


 

Posted

Quote:
Originally Posted by Aneko View Post
That's good to know. The description says nothing about that.

That's how Power Boost works, it buffs any power cast while it is active for the duration of that power. (in fact all PB does is fiddle around with your inherent AT modifiers for various things like Defense, Mez and Heal, which is why it can also work on Pseudopet powers if you summon the pseudo after PB). It works exactly the same way for Mez powers, if you PB and then do something like Seeds the duration of the mez will be up around 60 seconds somewhere.


Because toggles are actually very short duration buffs being constantly applied PB'd Maneuvers or Weave only lasts slightly longer than the PBs 15 seconds.


 

Posted

Hmm.. Kinda amazed by people not realizing how PB and PBU work.

But read Salis' post. The way mids shows the effects of PBU when toggled on means you will be left about 5%short of softcap. Easy to get around. Done it myself.


This post was brought to you by Swifty and Malcom the Mewtie Kitty

Joint MD's of SwiftyCarez Corp

Helping you to have a more drool filled day since 08:43 25/01/2005

 

Posted

Quote:
Originally Posted by Swifty_NA View Post
Hmm.. Kinda amazed by people not realizing how PB and PBU work.
It's not in the description and it's certainly not intuitive. If you never used it or heard from someone who did, why would you be expected to know?


'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

Quote:
Originally Posted by Kioshi View Post
It's just like the FF Shields, the ones you cast while PB'ed grant awesome defense for 4 minutes (that's how much the shields last right? I forgot). But I can confirm that because I teamed with some high-level Time toons.

Also IIRC Chrono Shift's recharge bonus lasts for 120 secs, not sure about that but someone told me and can't check the game now, Mid's say 30s but I think it's only the healing and recovery. So if you get the power down to 120s rech it's perma (if I'm right about the recharge lasting longer). Should be perma on this build I'm planning since Hasten is more up than down (she's still a lowbie and yes that's the toon's name - the idea was to make the ultimate slow toon). The s/l/melee defs aren't capped but no biggie for me since ranged is capped and there's the -tohit aura for melee, should be easier on other primaries, because I would skip Time Stop but ice blast has a good hold so I'm picking both:
the rech bonus in chrono shift is 90 sec duration and other buffs are 30 sec duration, currently the defender version of chrono is bugged to take 140 sec longer to rech

i also would not skip time stop because aside from it being a mag 4 hold on delayed target, it also does -heal and -regen


 

Posted

Quote:
Originally Posted by Aneko View Post
It's not in the description and it's certainly not intuitive. If you never used it or heard from someone who did, why would you be expected to know?

Fair point. But this point seems to be raised in just about every */time post atm. Not sure how to address it tho.


This post was brought to you by Swifty and Malcom the Mewtie Kitty

Joint MD's of SwiftyCarez Corp

Helping you to have a more drool filled day since 08:43 25/01/2005

 

Posted

Quote:
Originally Posted by Neogumbercules View Post
As far as I know, that defense buff persists even after power boost wears off since Farsight is a click power. You just gotta make sure you use PB first. Isn't that what FF'ers have been doing for years? Then Farsight is easily perma-able out of the box and the recharge on PB is half that of Farsight, so it'll be ready every time farsight is up.
With Hasten, Chrono and Farsight you already have 3 powers you'd love to have on auto.
With this bit of awesomeness you're making it 4 and adding an extra complexity in casting it too.
You rather than me.


Duo MoITF - 26:06 | Duo MoKahn - 25:50 | Duo MoLGTF - 29:34 |

 

Posted

Quote:
Originally Posted by TriAngel_EU View Post
With Hasten, Chrono and Farsight you already have 3 powers you'd love to have on auto.
With this bit of awesomeness you're making it 4 and adding an extra complexity in casting it too.
You rather than me.
Aye, it does add more clicky maintenance to an already busy set. Personally, given the tremendous benefit both for you and the team, I think it's more than worth it.

Besides, a couple binds go a long way.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Thanks Silas, I didn't know PB affected CJ, Maneuvers and etc, my high level corrs all have Scorpion Shield so no PB.

Damn Defender numbers are high (I guess that's why people keep telling me to reroll my old 47 fire/traps into traps/fire instead of reworking her build to take all the procs away, inherent stamina and stuff), I might consider rerolling her as a Def, I don't like Defenders but... I realy NEED to make the ultimate slow toon! Glad she's only 12 or something. At least Defs get Blaster Ice Storm and Blizzard unlike Fire Blast. But.. The only Def I'm fairly happy with the damage is my 50 rad/psy because you know, Rad/ pwns, and even so I want to remake him rad/sonic when I'm done with the new shinies.

As long as Chrono is close to perma is okay by me.

EDIT: With Scorpion Shield (and leaving Tactics with 3 slots) I can get to 49-50% on s/l/e (plus 33.9% ranged, 33% neg and 25ish on others) and that's with the KC set in brawl which I can take out but then the heal and Chrono won't benefit from PB.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
Aside from the 15s of awesome, Power Boost only adds 7.4% defense to the build.

Only?

That's more than the Steadfast & Glad Unique combined.

It's also 75% stronger than Maneuvers ED capped from 3 Enzymes, and is also a team-wide buff, that costs less endurance over time to boot.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Only?

That's more than the Steadfast & Glad Unique combined.

It's also 75% stronger than Maneuvers ED capped from 3 Enzymes, and is also a team-wide buff, that costs less endurance over time to boot.
Yeah, this. Pretty much any amount of defense over 2-3% is significant. Once you get close to the softcap, even numerically tiny amounts make a big difference.

Kioshi, before the Mids update came out I went with a Scorpion Shield s/l build for my Fire/Time for simplicity's sake. Didn't want to work out all the set bonuses with pen and paper to softcap all positions. Now Mids is updated, its very easy and straightforward to softcap a Time character (even with Corr mods) to all positions. Or even just melee/range if you prefer.

I've gone s/l softcap on all my other Corruptors, but that's because they don't have the luxury of Farsight. If you can get softcapped defenses to all positions and a boatload of recharge, why the hell not?


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

I saw your post in the scrapper forums, I managed to get about the same recharge of the builds there using non purples and no pvp set but doing some silly stuff (6-slot boxing with Touch of Death), I didn't gimp the build but it's kinda toggle heavy (maneuvers, weave) and has no resists and no nuke.

But that's because I want too many powers from Ice and I haven't played Ice Blast to high levels (I'm liking having Freeze Ray, it's up so often even with DOs, I also enjoy Frost Breath), so I'll see when I get there, I'm liking the 49% s/l/e build with Scorpion and 90% rech (plus some stuff I like having, like a range IO in Frost Breath).

I think this will be a team toon anyway unlike my BR/Traps, but it looks so busy I may end up ditching Frost Breath and maybe the nuke when I get higher thanks for the feedback, I don't wanna make a Defender lol, Scourge makes me happier than scrapper crits and even Brute Fury (the only melee toon I've been enjoying, well besides lolStakers but I've always had a soft spot for Stalkers - feels good to be basically the only blueside Stalker on Freedumb with my Elec/Ea).


 

Posted

Below is a direct paste of a recent post I made on the Controller boards showing a build (Earth/Time Controller in this case) and what I believe to be the correct instructions for calculating Farsight with Power Boost. It may be helpful for resolving Corruptor builds.


----------------

I just finished a preliminary Earth/Time build myself. It looks like we have some places we overlap and differ, which is expected. Your build overall looks good. I am posting mine below for reference.

FYI my version is built as a "hinge" build that is able to swap comfortably back and forth between 2 sets Destiny incarnate powers (Barrier and Clarion). The assumed Alpha is Cardiac.

Assuming I did my math right, with Tier 4 Barrier, the build should be soft capped to all positions in normal content, and to the incarnate Ranged cap, with 69% S/L resistance and ~207% perma recharge assuming Chrono Shift is used consistently.

With Clarion, it is similarly capped to all in normal content when the -ToHit powers are used, on up to +4 enemies as long the enemy is within either Time's Juncture or Earthquake. I will also has mezz protection. I will probably use the Clarion build more often but I haven't totally committed yet.

The way to calculate Defense for the purposes of Farsight +Power Boost is to do this:
- Turn PB and Farsight on. Write the value down. (for me it is 26.52) [EDIT: For clarity's sake, I'm talking about the value of the Farsight power itself only for this measurement]
- Turn both off. Note the global value (for me it is 27.6 Ranged, 13.3 all else)
- Add them together. (For me this is 54 Ranged, 39.5 all else)
- If you go with Destiny Tier 4 Barrier, add another 5 for the perma value (now 59 Ranged, 44.5 Ranged).
- The incarnate soft cap is 59, normal soft cap is 45.

To examine Accuracy do it with both PB and Farsight turned on. If you have Tactics or another +ToHit power this will throw you off but otherwise it should accurately report.

It's still possible I have a serious error in here somewhere, so I am still balancing the set's needs. In particular I need to double check the perma value of T4 Destiny. I'm not 100% certain it is really +5. If it isn't I may need to reconfigure slightly. There is also still a fair possibility the developers will flag Farsight to no longer be Power Boost-able.

Anyway here is draft 1 of the build.

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

Click this DataLink to open the build!

Oedipus Tex Time: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Perox(25), Dmg-I(45)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Regen/Rcvry+(7), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11)
Level 4: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(9)
Level 6: Stone Cages -- GravAnch-Hold%(A), Posi-Dam%(45), TotHntr-Dam%(45), Enf'dOp-Acc/EndRdx(46)
Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(23)
Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(15), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(13), Amaze-ToHitDeb%(13), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Distortion Field -- Lock-%Hold(A)
Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/Rchg(21)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25), DefBuff-I(46)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Volcanic Gasses -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(27), UbrkCons-EndRdx/Hold(27), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(39), Lock-%Hold(39)
Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Numna-Heal/Rchg(39), Dct'dW-Heal/Rchg(43), Efficacy-EndMod/Rchg(46)
Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Slowed Response -- AnWeak-Acc/Rchg(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), ResDam-I(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(48)



Code:
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