Slotting Time's Juncture.... and Inferno
I can't really comment on Inferno, but I did similarly for Time's Juncture on my Elec/Time. Except where you Pacing x2, I only did the -rech proc and added Deflated Ego -recov proc to go with Elec.
As for its effectiveness, its alright. Nothin' to write home about. Might be better off with just more endurance reduction, honestly. Then again, I'm goin' Cardiac and that should pretty much clear most things up.
"Champion (the Community Server... or GTFO) is like a small town where everyone knows each other's names, for better or worse." -kojirodensetsu.
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Just two unrelated questions.
First, for a corruptor, how many of you think it's worth taking Inferno? I decided to take Power Mastery pool and I will use Power Build up (better than aim) making Inferno do some respectable damage. Still the toggle drop is annoying... What do you think? Secondly Time's Juncture. I've decided to add it back into my build for the time being. I am considering six slotting it like so: 4 x Dark Watcher's Despair (mostly to get the horrendous end cost down) including a chance for -recharge 2 x Pacing of the Turtle (again for endurance discount). Including another chance for -recharge. My question for you on this slotting is.... is it worth it? Do these proc's work in this power? |
Personally I just stuck 4 dark watchers in it and called it a day, with just the 4 IOs you get good bonuses and get everything you need out of the power, which is alot, ie: fast pulsing debuff for herding mobs easily, putting you effectively at the incarnate softcap to any mob within the debuff assuming you have 45% def, and giving you a cushion if you are hit by -def doing normal content before your go into cascading defense failure. On top of that it's a great slow (keeping mobs in your RoF longer) and damage debuff.
Wouldn't reccomend Inferno, Fire/Time isnt exactly very endurance friendly and inferno wouldnt help that (and whatever is left alive wont be debuffed by time's juncture since that will drop when you inferno), if you need more aoe damage on top of fireball and rain of fire you could consider picking up fire breath. rain of fire>fire ball>fire breath>fire ball will make pretty much any spawn much less alive. The only thing I ever use inferno with is my kin corr because transference makes quick work of the end crash.
Thanks for the advice... I am thinking of dropping Inferno for Fire Breath, but I found the cone... somewhat awkward because I'm a hover guy.
For Breath I find I already have a few sets of Positron's blast, and would rather have a defensive I/O slot.
But again, you're right, Inferno is a tad ugly. You have to get close, and you have to watch your toggles drop.
It doesn't really hit hard enough for my money to really be worth it. (I get a lot more mileage out of my Beam Rifle nuke than I do with Inferno).
I'll drop the extra two slots I have in Time's Juncture. Now before I respec, I gotta figure out if I keep Inferno... or go to the Snipe (meh) or Breath.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
How important is Time Juncture to Fire/Time?
I've just started one and based on Fire being primarily rannged and Time giving a decent amount of control I was envisaging a ranged style of play.
Will I be gimping the build by playing this way and skipping TJ?
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Psiphon, Fire/Time would be totally playable without Time's Juncture, but I'd still urge you to reconsider. It's a great debuff, stacking well with your other slows like RoF and your defense from Farsight.
Fire plays well at any range really, since RoF and Fireball can be thrown right in mobs faces The only reason to back out to range is Fire Breath, which is skippable.
Elektro, Seconding what Shin said, I wouldn't recommend Inferno. My rule of thumb is that I don't take crashing nukes unless I have a) lots of damage buffing for myself and/or b)a way to quickly regain my endurance. That means basically just Kinetics and Cold Dom. For the other sets it's not worth the drawback.
If you're deciding between the snipe and Breath, I'd take Fire Breath. It may be situational but it's still more useful than the snipe. Finnicky power, but does do a fair amount of damage.
The Melee Teaming Guide for Melee Mans
Thanks.
Yea, that's the way I'm leaning... Fire Breath. Drop Inferno (again!) and forget the snipe.
@Psiphon
Echoing Silas, Time's Juncture is skippable.
One of the nice things about having lots of vet specs is you really get to see how certain combo's work. I originally took Time's Juncture, and respec'd out of it because of the horrendous END cost, and it wasn't a 'make or break' power.
Personally, I have put it in near the end of my build. To me, it's an 'icing on the cake' kind of power. The debuff is solid, and near 50 you should have better endurance management, and just as important, the extra slotting to handle the end usage.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Thanks guys, sounds like it's worth picking up, I'll push it out a bit though until I can handle the end cost,
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Honestly, I always pick it up as soon as it's available, then run and tank DfB with it. (Somehow I always seem to end up tanking DfB, sometimes even when there are actual tankers.)
A couple runs of DfB and you've got a lovely +recovery temp that lasts you till you hit SOs, and you're probably high enough level to start slotting DOs. I don't find the end cost to be that bad.... except on my Fire Control/Time.... TJ+Hotfeet is brutal on the bluebar.
I've found it incredibly useful on all 5 of my Time characters. I do avoid pairing Time Manipulation sit sets that rely a great deal on Cones though, since they conflict with Time's Juncture's pbaoe nature.
Which sucks cause I can't bring myself to make a Dark/Time even though I really want one..... stupid super narrow cones....
I did 4 Dark Watchers (Slow, TohitDeb/Rchg, ToHitDeb/Rch/Endredux, ToHitDeb/Endredux), 1 Dampened Spirits (ToHitDeb/EndRedux) and 1 Pacing of the Turtle - Chance for Minus Recharge.
I've done this on a Bots/Time MM, a Ill/Time troller and on my Ice/Time Corrupter. I'm very, very happy with the slotting for all three builds.
Just two unrelated questions.
First, for a corruptor, how many of you think it's worth taking Inferno? I decided to take Power Mastery pool and I will use Power Build up (better than aim) making Inferno do some respectable damage. Still the toggle drop is annoying... What do you think?
Secondly Time's Juncture. I've decided to add it back into my build for the time being. I am considering six slotting it like so:
4 x Dark Watcher's Despair (mostly to get the horrendous end cost down) including a chance for -recharge
2 x Pacing of the Turtle (again for endurance discount). Including another chance for -recharge.
My question for you on this slotting is.... is it worth it? Do these proc's work in this power?
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)