Time Manipulation: a user's note


Crysys

 

Posted

If you're like me, and I know I am, you like having bodyguard minions around you, pulling some aggro, and letting them do their thing. Time's Juncture is really, really good for this! Particularly if you slot some Slow And To-Hit Debuff enhancements.

No, it's not going to replace something like Traps or Force Field for being bullet-proof. But it is a heck of a lot of fun, if you like playing masterminds this way.


 

Posted

Hopefully, someone will soon write up a /Time guide for Masterminds.


 

Posted

I have a Bots/time at 33. I am alting hard these days. Bots is not the best partner for time. On my time characters, I like to be _right there_ in melee with the spawn debuffing their damage and tohit. With robots, I like the bots to start attack powers sequencing at range for a concerted knock back on the spawn so that burn patches hold a lot of the foes in their fiery death grip.

Let me repeat, I think robots are terrific ranged minions with great defense and synergy with SOME of the aspects of time manipulation. I think Time manipulation is a great mixed set of buffs and debuffs. I don't think robots go best with Time manipulation. On speculation, thugs might have the same quibbles. I want 1+1 to be 3 not 1.9, capiche?

Although I have alted a lot, I am of the impression that demon summoning and necromancy would fit with time much better.


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

Holy cow, I hit submit on that last post, had two swigs of throwback mountain dew, and it dawned on me. I need to be a combat teleporter. BAM! take the MM into the spawn and the robots will retaliate in a chorus of blasting before following. I was thinking of this tactic on my Bots/storm since he has hurricane and gale to position the spawn, but I realized, I want the debuff there NOW, not some trailing, stumbling, tumbling retort from the minions. Indeed the debuff and oppressive gloom would be strongly indicated!


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

Oh, hey, that does sound entertaining!


 

Posted

Teleport team is godly on a /time. And a goto macro as well. It's really a reminder that every combination requires a different set of tactics to really flourish.

On a separate note, it is very exciting to see this secondary develop.


Quote:
Originally Posted by Arcanaville View Post
...[I]t would be more proper to say this game is slooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooowly dying.

 

Posted

Quote:
Originally Posted by Nyghtmaire View Post
Teleport team is godly on a /time. And a goto macro as well. It's really a reminder that every combination requires a different set of tactics to really flourish.

On a separate note, it is very exciting to see this secondary develop.
I hadn't thought of team teleport. On the bots I want to keep the minions at range at first to maximize the cone effect of full auto laser on the foes. On a necro/time, team telly would be godly effective.


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

Quote:
Originally Posted by Psylenz View Post
I hadn't thought of team teleport. On the bots I want to keep the minions at range at first to maximize the cone effect of full auto laser on the foes. On a necro/time, team telly would be godly effective.
I did ...

In fact, I would argue that Team Teleport + Time Manipulation has better syngergies for melee pet Masterminds (such as Ninja/Time).


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

 

Posted

Quote:
Originally Posted by Redlynne View Post
I did ...

In fact, I would argue that Team Teleport + Time Manipulation has better syngergies for melee pet Masterminds (such as Ninja/Time).
Nin/time here as well. I think I'm up to 42. Solid combo - the best (for me) pairing that I have found for nin/. I use team tp less and less as time goes on, but it's still fun.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

I love this concept so much! I would roll one now if i didn't already have an incarnate ninja mm, though I might just suggest it to any mates looking to get into masterminds as it sounds so involved and so much fun!

As an aside I think this playstyle screams for an option to use or a new mm primary with melee based personal attacks. Perhaps some sort of Barbarian (or, you know, sword fighting) minion set, with you as the commander, leading from the front! TO BATTLE, MEN*! (also a handy place to introduce MM pet customisation of some kind, to allow for different period pets, from classic barbarian to roman to medieval to a more modern take like the Warriors.)


*Or women. Pet customization, people!


@Rooks

"You should come inside the box... Then you'll know what I mean."

 

Posted

I am currently working on a guide for my Ninja/Time mastermind. I am waiting until I can complete the unlocking of the patron arcs before I complete the writing so that I can experiment with Scorpion's stuff and fully evaluate it. I am sure Scorpion's Shield and Power Boost will be excellent choices. Just want to make sure I do my homework on the numbers, etc.

However, I am trying to tailor the guide so that anyone who is /Time can glean good information from it.

If anyone thinks of something they would like included in the guide, let me know and I will try to fit it in.

Also, I would be willing to broaden the guide to be more general /Time for Masterminds if other people would like to submit their experiences/observations with other primaries combined with Time.

I expect the guide to be up by the end of the week on my end. Any further additions will come later on.


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�

 

Posted

in game numbers for farsight

farsight ed capped for def 14.99% def to all

powerboost + farsight ed capped for def 21% def to all

tier 4 clarion radial(+special for 90 seconds) + powerboost + farsight ed capped for def 33% def to all


 

Posted

If you have the money, you can also slot Membranes into PB. Slotting three of those into PB will increase the Defense and ToHit enhancement of PB by 60%. Also, there is no ED cap on that for slotting HOs into PB. If you wanted to go nuts and slot six Enzymes in there, PB would increase the effectiveness of Defense buffs by 200% and ToHit buffs by 120% .

Edit: I just tested this again, and it seems the HOs in PB are effected by the ED cap. 3 Enzymes in PB (about 100% to Def enhancement) yields around the same result as 6 Enzymes (200%, ED capped to around 100%). I did the testing with fortitude on my troller. So if you wanted to get the most out of it, 3 Membranes and 1 Enzyme would bring the Def and ToHit values close to 100% extra enhancement in PB.

I last tested this with Golgi, Membrane, and Enzyme HOs on the test server several months back, but I'm pretty sure this still works.


Edit: I just tested this again on the test server, and it seems that the HOs in PB are effected by the ED cap (at least Membranes and Enzymes are, I am not sure about Golgis). I'm not sure if there is an upper cap on how much someone can enhance a power's attributes (kinda like the recharge and range cap). I don't have Clarion on my Controller, so I couldn't do further testing.

I did my testing with fortitude on my Controller using a veteran pet (not in a PvP zone).

Without PB, fortitude gave my pet 17.5% defense.
With PB, fortitude gave my pet ~31% defense.
With 3 Enzymes in PB, fortitude gave my pet ~44% defense.
With 6 Enzymes in PB, fortitude gave around ~46% defense.

My testing quick testing concluded that three Enzymes in PB (about 100% to Def enhancement) yields around the same result as 6 Enzymes (200%, ED capped to around 100%). So if you wanted to get the most out of it, 3 Membranes and 1 Enzyme (at level 50) would bring the Def and ToHit values close to 93.3% extra enhancement in PB.

Controllers have the strongest power boost available, which gives +122.93% enhancement to attributes. The Mastermind's power boost is around half that. Slotting power boost with three Enzymes increases the effectiveness of Defense and ToHit powers by ~240% instead of ~123%. So on Masterminds, that would be around 130% instead of 65.56%. When talking about Farsight, it would equate to another 6% defense for a Mastermind.

Also an interesting note for people who like to PvP with ranged pets, Centrioles (last time I checked several months ago) worked for improving your pet's power ranges along with their damage. Combine that with Clarion and for 30 seconds your pets' power ranges would be ridiculous... However, someone might wanna verify that again.


 

Posted

Quote:
Originally Posted by SimonSayz View Post
If you have the money, you can also slot Membranes into PB. Slotting three of those into PB will increase the Defense and ToHit enhancement of PB by 60%. Also, there is no ED cap on that for slotting HOs into PB. If you wanted to go nuts and slot six Enzymes in there, PB would increase the effectiveness of Defense buffs by 200% and ToHit buffs by 120% .

I last tested this with Golgi, Membrane, and Enzyme HOs on the test server several months back, but I'm pretty sure this still works.
You're saying it's possible to increase the effectiveness of Power Boost by slotting HO's into it? That is not a behavior I would expect. Can anyone confirm this?

Edit:
Quote:
Without PB, fortitude gave my pet 17.5% defense.
With PB, fortitude gave my pet ~31% defense.
With 3 Enzymes in PB, fortitude gave my pet ~44% defense.
With 6 Enzymes in PB, fortitude gave around ~46% defense.
O.o Interesting....


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
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Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Lobster View Post
Nin/time [snipped]. I use team tp less and less as time goes on, but it's still fun.
I see what you did there...
Jk, I just clearly need some sleep...


 

Posted

Quote:
Originally Posted by Microcosm View Post
You're saying it's possible to increase the effectiveness of Power Boost by slotting HO's into it? That is not a behavior I would expect. Can anyone confirm this?

Edit:
O.o Interesting....
i just tested this with one enzyme in poweboost.

before the HO, PB + FS = 21% def

1 enzyme later in powerboost, PB + FS = 23% def

clarion + new PB + FS = 35% def to all

these are all ofcourse mastermind values . . .

1 enzyme added 2% more def to FS when added to PB. IF u can get 3 enzymes in PB then id suspect for it to have a net 5-6 more def to FS.

wow someone delete this so the devs dont see


 

Posted

Thank you for the input. I thought that Membranes were for enhancing def/acc buffs not Enzymes. Enzymes are for the opposite effect.


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�

 

Posted

Quote:
Originally Posted by DrGemini View Post
Thank you for the input. I thought that Membranes were for enhancing def/acc buffs not Enzymes. Enzymes are for the opposite effect.
yeah and HOs are a whole diff beast. like slotting centrioles or ribosomes in demon summoning, summon demons power you get to buff up both the damage of the pets and also the ember resistance shield.

i swear the enhancement system in this game is its own meta game that every since i discovered has me "playing" that aspect more so than actually playing a character. lol


 

Posted

Quote:
Originally Posted by Vinceq1980 View Post
wow someone delete this so the devs dont see
No need, this is a known exploit. HOs affect their "opposite" (buff <-> debuff) normally if they can be slotted. Paragonwiki has details and a table. Of particular interest to /Time in addition to enzymes: microfilament (move/end) enhances slows. Of general interest to MMs: damage <-> damage resistance is a buff/"debuff" pair.


 

Posted

Hello Folks. Prior to finishing and posting my guide I thought some of you might be interested in my current build for my Ninja/Time Mastermind. No doubt it can be better but it may be a help to anyone currently trying to figure out slotting.

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

Click this DataLink to open the build!

Emerald Scale: Level 50 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Field Mastery

Hero Profile:
Level 1: Call Genin

  • (A) Edict of the Master - Accuracy/Damage
  • (3) Edict of the Master - Damage/Endurance
  • (3) Edict of the Master - Accuracy/Endurance
  • (5) Edict of the Master - Accuracy/Damage/Endurance
  • (5) Edict of the Master - Damage
  • (7) Edict of the Master - Defense Bonus
Level 1: Time Crawl
  • (A) Tempered Readiness - Accuracy/Slow
  • (21) Tempered Readiness - Range/Slow
  • (21) Tempered Readiness - Accuracy/Damage/Slow
  • (23) Tempered Readiness - Endurance/Recharge/Slow
Level 2: Temporal Mending
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (19) Doctored Wounds - Endurance/Recharge
Level 4: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (45) Dark Watcher's Despair - Recharge/Endurance
Level 6: Train Ninjas
  • (A) Endurance Reduction IO
Level 8: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance/Recharge
Level 10: Temporal Selection
  • (A) Doctored Wounds - Heal/Endurance
  • (11) Doctored Wounds - Endurance/Recharge
  • (11) Doctored Wounds - Heal/Recharge
  • (17) Doctored Wounds - Heal/Endurance/Recharge
  • (19) Doctored Wounds - Heal
Level 12: Call Jounin
  • (A) Soulbound Allegiance - Damage
  • (13) Soulbound Allegiance - Damage/Recharge
  • (13) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (15) Soulbound Allegiance - Accuracy/Recharge
  • (15) Soulbound Allegiance - Damage/Endurance
  • (17) Soulbound Allegiance - Chance for Build Up
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Distortion Field
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (37) Basilisk's Gaze - Accuracy/Recharge
  • (37) Basilisk's Gaze - Recharge/Hold
  • (37) Basilisk's Gaze - Endurance/Recharge/Hold
  • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 18: Hasten
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 20: Time Stop
  • (A) Unbreakable Constraint - Hold
  • (34) Unbreakable Constraint - Hold/Recharge
  • (34) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (34) Unbreakable Constraint - Accuracy/Recharge
  • (36) Unbreakable Constraint - Endurance/Hold
Level 22: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance/Recharge
  • (33) Luck of the Gambler - Defense/Endurance
Level 24: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 26: Oni
  • (A) Sovereign Right - Accuracy/Damage
  • (27) Sovereign Right - Damage/Endurance
  • (27) Sovereign Right - Accuracy/Endurance
  • (31) Sovereign Right - Accuracy/Damage/Endurance
  • (31) Sovereign Right - Accuracy
  • (33) Sovereign Right - Resistance Bonus
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Defense/Endurance
Level 30: Recall Friend
  • (A) Recharge Reduction IO
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO
Level 35: Slowed Response
  • (A) Analyze Weakness - Defense Debuff
  • (39) Analyze Weakness - Accuracy/Defense Debuff
  • (39) Analyze Weakness - Accuracy/Recharge
  • (40) Analyze Weakness - Defense Debuff/Endurance/Recharge
  • (40) Analyze Weakness - Accuracy/Endurance/Recharge
Level 38: Chrono Shift
  • (A) Doctored Wounds - Heal/Endurance
  • (40) Doctored Wounds - Recharge
  • (42) Doctored Wounds - Heal/Recharge
  • (42) Doctored Wounds - Heal/Endurance/Recharge
  • (42) Doctored Wounds - Heal
Level 41: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (46) Resist Damage IO
  • (46) Resist Damage IO
  • (48) Resist Damage IO
  • (48) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 44: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 47: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Assault
  • (A) Endurance Reduction IO
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Barrier Core Epiphany
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Nemesis Core Superior Ally
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery
  • (45) Regenerative Tissue - +Regeneration
  • (46) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
  • (50) Performance Shifter - EndMod/Accuracy


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�

 

Posted

The above build was put together through some good old fashioned research and use of paper (yes I am that old school). I intend to make use of mids to help tweak the build.

The primary things I looked to improve for myself was Health, Endurance, Recharge, and all of my defenses.

In case you are wondering, I prefer to 6-slot all of my pets simply so that I can allow them to take full advantage of those sets. And, I prefer to slot the purple set in my Jounin because they make the most efficient use of the build up proc.

Anyways, feel free to browse and critique it. So far it works wonders for me in terms of being able to almost always solo on x8 +0. I can increase to +4 when I want to but usually don't outside of my couple of "farming" missions.


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�

 

Posted

Interesting ideas. I suppose I'm less inclined to slot as many procs mostly because I like to get the set bonuses to boost my own stats so that I can survive the hits I do take. Though, I tend not to take many hits at all.


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�

 

Posted

I don't understand the whole synergy between bots, time and team teleport. Anyone care to school me?


 

Posted

Full T3 Incarnate 50 Demons / Time here.

Time is fun to play but not overstrong as other combinations out there. It does a bit of everything ok but not great.

I do feel useless in incarnate trials , but i generally do with a mm

What i hate is all the mezzing sleeping and holding i have to endure as time. Feels like i am way more vurnable to it then any other MM i played in the past.Thank god for Clarion

BUT , and i understand the fact that pets shouldn²t be able to get advantages of all the recharge buffs , i think if you give a set like time to MM's at least their recharge buff should work on their own pets. It is not a huge buff anyways but the only advantage i really have with it would be higher damage output like any other char out there.

Ah well guess its wishfull thinking.