Time/Elec Defneder and Those Last Few Powers


Adeon Hawkwood

 

Posted

So my Time/Electrical Defender is rapidly approaching level 38 and I have a problem... I don't know what powers I want to take for those last five slots. Well that isn't entirely true, I know three of the powers I want I'm just not sure the best way to do it. I know that I want Power Sink, Charged Armor and a single target hold but this is where the trouble comes in. Do I take Mu Mastery or Electrical Mastery?

If I take Electrical Mastery then I have to spend a power choice on either Thunder Strike or Electric Fence (neither of which I feel a huge need for) but as a bonus the Charged Armor will be prettier and I can take Shocking Bolt which, at least on paper, is quite a bit better than Tesla Cage (the Mu Mastery power hold is not even worth considering). The other downside is that I'll probably have to push Charged Armor or Power Sink off to level 49 in order to avoid slotting problems. I could potentially take Thunder Strike and slot it up since a powerful single target attack and AoE knockback does have some appeal while solo but the animation time is a killer and it doesn't seem that useful on a team.

If I take Mu Mastery then I don't need to waste a power choice on an intro power (which means I can pickup Aim and/or Recall Friend) and Charged Armor will provide more energy resistance. The downside is the power appearance won't match my secondary powers (plus the blue electricity is prettier) and power sink isn't as good (it has less endurance drain and a smaller radius).

The other question is Thunderous Blast. I think I can take it and slot it but I'm not sure if it's worth doing so. It's not a full crash and in theory Power Sink should see me through the limited crash I'm just not sure if it's worth it.

So I ask the denizens of the Defender forum what do you think i should do?

If you're curious, my current powers are: All Time Powers, The first four electrical powers + VS, two leadership toggles + vengeance, CJ and Fly.


 

Posted

I'm not sure how different it is for defenders, but I have the elect/time/elect corr below. I went elect mastery for the extra attack that I use for flavor and to knock things about. I also like shocking bolt and use it on especially hard targets or when the mag4 hold misses. Even though the planner says I went spiritual and reactive, I actually went agility and preemptive. Preemptive could be better, as the -end seems affected by enemy level, but both the -end and energy damage occur often with voltaic making it serviceable. I also went ionic radial for more zapping. Its a pretty cheap build, but has perma hasten, and close, if not perma, chronoshift. No problems with anything. Solos the boss spawns on Keyes terminals farely easily. I didn't die any of the last few times I was on Keyes (got rares) and only died on the last underground I was on when I got to the Avatar (whom my graphics card wouldn't let me see - must have been ugly).

Edit: I just realized I'm a bit over the softcap now with agility and may consider some minor slot-shifting to add some more damage procs. I do like boosting my damage ( even though I went preemptive :P).

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Lightning Bolt -- (A)(3)(9)(13)(17)(34)
Level 1: Time Crawl -- (A)
Level 2: Ball Lightning -- (A)(3)(5)(11)(15)
Level 4: Temporal Mending -- (A)(5)(19)(36)(15)
Level 6: Short Circuit -- (A)(7)(7)(13)(43)
Level 8: Time's Juncture -- (A)(9)(19)(11)
Level 10: Charged Bolts -- (A)(23)(21)(25)(34)(34)
Level 12: Hover -- (A)(31)(33)
Level 14: Fly -- (A)(37)
Level 16: Distortion Field -- (A)(40)(42)(45)(46)
Level 18: Temporal Selection -- (A)
Level 20: Time Stop -- (A)(21)(23)(33)
Level 22: Hasten -- (A)(25)
Level 24: Combat Jumping -- (A)
Level 26: Voltaic Sentinel -- (A)(27)(27)(31)(31)(43)
Level 28: Farsight -- (A)(29)(29)(48)
Level 30: Maneuvers -- (A)
Level 32: Aim -- (A)(33)(37)(45)(45)
Level 35: Slowed Response -- (A)(36)(36)(43)(37)
Level 38: Chrono Shift -- (A)(39)(39)(39)(40)
Level 41: Thunder Strike -- (A)(46)(46)(42)(42)(48)
Level 44: Charged Armor -- (A)
Level 47: Power Sink -- (A)(48)
Level 49: Shocking Bolt -- (A)(50)(50)(50)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Clarion Partial Core Invocation
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl -- (A)
Level 1: Scourge
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 2: Swift -- (A)
Level 2: Health -- (A)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(17)(40)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 3.63% Defense(Smashing)
  • 3.63% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 28.31% Defense(Energy)
  • 28.31% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.25% Defense(Melee)
  • 23.63% Defense(Ranged)
  • 3% Defense(AoE)
  • 3.6% Max End
  • 85% Enhancement(RechargeTime)
  • 44% Enhancement(Accuracy)
  • 8% Enhancement(Heal)
  • 13% FlySpeed
  • 84.33 HP (7.87%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 6.9%
  • 16% (0.27 End/sec) Recovery
  • 20% (0.89 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.1% Resistance(Fire)
  • 14.1% Resistance(Cold)
  • 11.26% Resistance(Energy)
  • 11.26% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 13% RunSpeed



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Posted

Quote:
Originally Posted by VashNKnives View Post
I'm not sure how different it is for defenders, but I have the elect/time/elect corr below. I went elect mastery for the extra attack that I use for flavor and to knock things about. I also like shocking bolt and use it on especially hard targets or when the mag4 hold misses. Even though the planner says I went spiritual and reactive, I actually went agility and preemptive. Preemptive could be better, as the -end seems affected by enemy level, but both the -end and energy damage occur often with voltaic making it serviceable. I also went ionic radial for more zapping. Its a pretty cheap build, but has perma hasten, and close, if not perma, chronoshift. No problems with anything. Solos the boss spawns on Keyes terminals farely easily. I didn't die any of the last few times I was on Keyes (got rares) and only died on the last underground I was on when I got to the Avatar (whom my graphics card wouldn't let me see - must have been ugly).
Yeah that's pretty similar to what I'm going for (although different power order obviously). The primary differences are that I didn't take Hasten (for various reasons I'm not going to go into) and that I plan to go for the Clarion Radial path instead of Core (because it's worth giving up permanent mez protection to get Power Boosted Farsight)


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Yeah that's pretty similar to what I'm going for (although different power order obviously). The primary differences are that I didn't take Hasten (for various reasons I'm not going to go into) and that I plan to go for the Clarion Radial path instead of Core (because it's worth giving up permanent mez protection to get Power Boosted Farsight)
I may end-up giving that a try. If I were more of a ranged corr and didn't like staying in melee, I might have considered going mu to make sure I had room for thunderous blast. However, I play in melee anyway, which I find safer with the debuff, so having a melee attack other than sands of mu is nice


 

Posted

On my time/elec defender i'm going with soul mastery. I'll have a pbaoe to hit/damage buff with soul drain, a resistance aura that can mule a 3% steadfast protection, power boost for synergy with farsight, and soul storm if I can find the slots.


 

Posted

Quote:
Originally Posted by toadliquor View Post
On my time/elec defender i'm going with soul mastery. I'll have a pbaoe to hit/damage buff with soul drain, a resistance aura that can mule a 3% steadfast protection, power boost for synergy with farsight, and soul storm if I can find the slots.
After recently playing with soul drain on my dark/storm corruptor and fire/dark blaster, I can't disagree that soul drain is nice, especially on a high recharge build. But my theme really demanded electrical/energy looking things and until the Devs implement epic power customization I'll need to stay away from dark and soul with my elect/time. In addition, powersink is super nice for making a sapper superstar and making sure those drain psyches that do get through my defenses don't detoggle me.


 

Posted

Quote:
Originally Posted by toadliquor View Post
On my time/elec defender i'm going with soul mastery. I'll have a pbaoe to hit/damage buff with soul drain, a resistance aura that can mule a 3% steadfast protection, power boost for synergy with farsight, and soul storm if I can find the slots.
I'll admit Soul Drain is tempting but it doesn't work as well concept-wise. If I did go for that though I'd probably go for Dark Mastery over Soul simply because the Dark mastery version of Soul Drain is soooo much better. I can see the appeal of Power Boost but I'd still dump it in a heart beat for half the recharge and a larger radius on Soul Drain .

Hmmmm.... now that I think about it Opressive Gloom could also be an interesting power to add. I wonder if I can think of a concept reason for my character to have Dark powers...

*sigh* If only we had epic pool customization I could color them a light grey and claim they were just more Time powers. Still... this bears thinking on.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post

Hmmmm.... now that I think about it Opressive Gloom could also be an interesting power to add. I wonder if I can think of a concept reason for my character to have Dark powers...
I thought this too, but find I hardly ever use it on my dark/storm. It could be because I have dark pit, thunder clap and high defense, but the hp drain is more annoying than anything else. I can get close to or perma stun groups with bosses on that character if I stagger my two stuns and use oppressive, but since I incarnated him guy, I see little need :/

Back on topic, my elect/time originally started taking his epics at level 35, and since you are a defender, I think that would be an easier choice. Slowed Response is just too nice for corruptors to wait any longer for, but I might have it in me to put off voltaic until later(even though I love the little guy). I'm curious if that is what you're doing? Being able to take powersink at 35 might have been enough for me to go Mu. If the devs would have put a chaining power in Mu, instead of conserve power, that would have persuaded me even more .


 

Posted

Quote:
Originally Posted by VashNKnives View Post
Back on topic, my elect/time originally started taking his epics at level 35, and since you are a defender, I think that would be an easier choice. Slowed Response is just too nice for corruptors to wait any longer for, but I might have it in me to put off voltaic until later(even though I love the little guy). I'm curious if that is what you're doing? Being able to take powersink at 35 might have been enough for me to go Mu. If the devs would have put a chaining power in Mu, instead of conserve power, that would have persuaded me even more .
Nah, I took Voltaic Sentinel at 35. I might start my epic pol at 38 but it depends on my final power selection. Unless I take Aim or Recall Friend at 49 I will probably need to push Charged Armor and Power Sink back to 47 and 49 due to slot limitations. Normally I take Vengeance at 49 (since it doesn't need slotting) but here I took it at it 30 since I didn't have anything else there. I could potentially take Tesla Cage at 30 and shift Vengeance to 49 which allows more slotting flexibility but Shocking Bolt is a lot better than Tesla Cage.

EDIT:

Currently I'm thinking something like this (no enhancements, I'm eyeballing the slot counts based on what sets I plan to use). I'm not happy about the number of slots in Thunderous Blast though so I'm considering whether to drop it or try to steal slots from somewhere else. I may end up shifting slots from Thunderstrike since I mostly have them for the Obliteration set bonuses but they may be more useful in Thunderous Blast (Thunderstrike can manage with three or four more easily than Thunderous Blast). Or I could drop it entirely and shift the slots it does have elsewhere *arggghhhh indecision*.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Dr. Alec von Chronite: Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Temporal Mending -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5)
Level 1: Charged Bolts -- Empty(A), Empty(7), Empty(7), Empty(9), Empty(9), Empty(11)
Level 2: Time's Juncture -- Empty(A), Empty(15), Empty(17)
Level 4: Lightning Bolt -- Empty(A), Empty(11), Empty(13), Empty(13), Empty(15)
Level 6: Ball Lightning -- Empty(A), Empty(17), Empty(19), Empty(19), Empty(21)
Level 8: Distortion Field -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
Level 10: Short Circuit -- Empty(A), Empty(21), Empty(23), Empty(23), Empty(25), Empty(25)
Level 12: Combat Jumping -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Temporal Selection -- Empty(A), Empty(31)
Level 18: Farsight -- Empty(A), Empty(31), Empty(33), Empty(33)
Level 20: Time Stop -- Empty(A), Empty(33), Empty(34), Empty(34), Empty(34)
Level 22: Time Crawl -- Empty(A)
Level 24: Maneuvers -- Empty(A), Empty(36)
Level 26: Slowed Response -- Empty(A), Empty(36), Empty(36)
Level 28: Assault -- Empty(A)
Level 30: Vengeance -- Empty(A)
Level 32: Chrono Shift -- Empty(A), Empty(37), Empty(37), Empty(37)
Level 35: Voltaic Sentinel -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 38: Thunder Strike -- Empty(A), Empty(40), Empty(42), Empty(42), Empty(42), Empty(43)
Level 41: Shocking Bolt -- Empty(A), Empty(43), Empty(43), Empty(45), Empty(45), Empty(45)
Level 44: Thunderous Blast -- Empty(A), Empty(46), Empty(48)
Level 47: Power Sink -- Empty(A), Empty(48), Empty(48)
Level 49: Charged Armor -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(46)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

I might consider taking the second slot from temporal selection and putting it in thunderous blast. I'm already too busy with buffing, debuffing, blasting, casting, etc. to worry with how many people I've uniquely buffed with temporal.

Edit: In addition, if you're going Agility Alpha, you may be able to get by with 1 less slot in powersink. The one thing I dislike about thunderstrike isn't the longish feeling animation, it's the endurance cost. Therefore, upping my defense a little and making sure I had atleast some endredux in it was important to me. Otherwise, I might have been reluctant to use it on that annoying boss that is standing just on the edge of that bridge XD

Looks like a fun build, though, especially taking assault, vengeance and thunderous.


 

Posted

Quote:
Originally Posted by VashNKnives View Post
I might consider taking the second slot from temporal selection and putting it in thunderous blast. I'm already too busy with buffing, debuffing, blasting, casting, etc. to worry with how many people I've uniquely buffed with temporal.
Yeah, I'll admit I'm poor at remembering to buff people as well. At heart I'm a de-buffer, not a buffer.

Quote:
Edit: In addition, if you're going Agility Alpha, you may be able to get by with 1 less slot in powersink. The one thing I dislike about thunderstrike isn't the longish feeling animation, it's the endurance cost. Therefore, upping my defense a little and making sure I had atleast some endredux in it was important to me. Otherwise, I might have been reluctant to use it on that annoying boss that is standing just on the edge of that bridge
That's a fair point, the end reduction in Obliteration is horrible. The main thing I was looking at is the large melee defense bonus. It's really hard to build up melee defense on a Defender and I'd prefer to have a bit of excess since higher con enemies will resist the to hit debuff in Time's Juncture.

EDIT: Ok, I played around with slotting a bit. If I put a Multi-Strike in Thunderstrike this deals with the end issues in Thunderstrike and means I'm softcapped to Ranged and AoE. My Melee defense is only 37% (with Agility) but Time's Juncture should cover that against most enemies. If I take Clarion Radial I can use it with Farsight to add about 10% defense to all which should help a lot in Incarnate content (both for me and my team).

Honestly between my defense and Time's Juncture I've probably got more defense/to hit debuff than I need for most content but it gives some protection against cascading defense failure which is nice and in most of the cases I don't ahve an easy way to trade defense for recharge anyway.


 

Posted

Adding fighting pool could help with soft-caping melee defense and give you smashing/lethal resistance over 60.
I was playing a bit in Mids with my time/electric/mu, but I'm still haven't came with complete build I would be happy with.

Edit: Maybe something like this, with possibly Temporal selection instead of Assault. Also I am not sure should I keep elec. pet or hold. This is still no final build, but I am getting closer.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(31), Dct'dW-Heal(37)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(37)
Level 2: Time Crawl -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(31)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-Rchg/EndRdx(40), DarkWD-ToHitdeb/Rchg/EndRdx(50)
Level 8: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(17), Lock-%Hold(17)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
Level 12: Time Stop -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Slow%(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(21)
Level 14: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Build%(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(33)
Level 16: Super Jump -- Jump-I(A)
Level 18: Farsight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29), RedFtn-Def/EndRdx/Rchg(31)
Level 20: Boxing -- RechRdx-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40)
Level 26: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(42), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(43), ShldBrk-%Dam(46)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def(48)
Level 32: Chrono Shift -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(46), Efficacy-EndMod/Rchg(46), Mrcl-EndRdx/Rchg(50)
Level 35: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 38: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42)
Level 44: Summon Adept -- SvgnRt-PetResDam(A), SvgnRt-Acc(45), SvgnRt-Acc/Dmg/EndRdx(45), SvgnRt-Acc/EndRdx(45), SvgnRt-Acc/Dmg(48), SvgnRt-Dmg/EndRdx(50)
Level 47: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def(48)
Level 49: Assault -- EndRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run




"If you want to win you must not lose."
"Easiest way to turn defeat into a victory is to put on the enemy's uniform"
"Better strategic retreat than dishonorable defeat"
- Il Numero Uno (The Number One)

 

Posted

Quote:
Originally Posted by CatAstrophy View Post
Adding fighting pool could help with soft-caping melee defense and give you smashing/lethal resistance over 60.
I was playing a bit in Mids with my time/electric/mu, but I'm still haven't came with complete build I would be happy with.
Yeah, I did consider taking Fighting but in the end I just didn't like what it did to my build.

Quote:
Edit: Maybe something like this, with possibly Temporal selection instead of Assault. Also I am not sure should I keep elec. pet or hold. This is still no final build, but I am getting closer.
TS versus Assault is a tough call. Given that it's your last power, I'd probably lean towards Assault, TS is more useful at lower levels when characters need the recharge more.

Regarding Voltaic Sentinel it's a toss up. I do use it a lot when soloing but it's less useful on a team. Solo I find it helps pick off runners (especially after I use my nuke) and the extra damage is useful against bosses (which take forever to kill due to a lack of single target attacks). In your case though I would say swap the slotting in VS and Adept, VS doesn't really need recharge while Adept does.

For Tesla Cage I find having a second hold is useful but I have Shocking Bolt which is significantly better than Tesla Cage.


 

Posted

I have a Time/Beam rifle defender and Power Build Up is a very difficult option to pass up. My build is posted below it has slightly better End usage, much higher to hit, slightly more recharge, is soft capped to Psionics, Melee and AoE and has better smash lethal resistance with worse (i.e. no) Energy Reistance.

Now I understand that for concept purposes you want to go the electric route; however, Power Build Up + Farsight is just amazing.

Oh I was also able to go with Clarion for mez protection 95% of the time.

Just something to think about. I can understand wanting another hold; however, Time Crawl + Time Stop will hold most bosses.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Time Masters: Level 50 Science Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Beam Rifle
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Time Crawl -- Acc-I(A)
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Build%(9), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Temporal Mending -- RechRdx-I(A), Heal-I(3)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitDeb/Rchg(17)
Level 6: Charged Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(48)
Level 8: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(33)
Level 10: Disintegrate -- Acc-I(A)
Level 12: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(50), Posi-Dam%(50), Det'tn-Acc/Dmg/EndRdx(50)
Level 18: Farsight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), LkGmblr-Rchg+(23)
Level 20: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(27), Entrpc-Dmg/EndRdx(27)
Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(37)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Slowed Response -- Acc-I(A), ShldBrk-DefDeb(37), ShldBrk-Acc/DefDeb(39)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Dam%(46)
Level 38: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40), Posi-Dam%(40), Rope-Acc/Stun(40)
Level 41: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResDam/EndRdx(45)
Level 47: Temporal Selection -- RechRdx-I(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48), EndMod-I(48)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------


 

Posted

Quote:
Originally Posted by RMasters View Post
Now I understand that for concept purposes you want to go the electric route; however, Power Build Up + Farsight is just amazing.
Well I ended up going for Radial Clarion so I get the benefits of Power Boost + Farsight without actually needing Power Boost .

I'll also add that going Electrical was not just for concept reasons, having Power Sink in my build is actually very useful. Time is a very endurance heavy set which is made worse when I'm spamming Ball Lightning + Short Circuit. It's not a big deal in short fights but in a long fight being able to refill my blue bar every 40 seconds is very handy. Additionally I use Power Sink to refill my endurance bar after using my nuke. Thunderous Blast is actually a pretty safe nuke to use since most fo the time anything that survives is completely drained anyway and an instant refill of my blue bar means I don't need to worry to much about nuking.

Quote:
I can understand wanting another hold; however, Time Crawl + Time Stop will hold most bosses.
Well the utility of the extra hold is not really for bosses since as you say TC + TS produces an ok length hold on them. I mostly use it to allow me to hold troublesome Lts (Rikti Mentalists for example) as well as a boss.


For the curious, here's the final build I went with (Interface and Destiny are Preemptive and Clarion):

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Dr Alec von Chronite: Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 2: Time's Juncture -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13)
Level 4: Lightning Bolt -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(17), Apoc-Dam%(17)
Level 6: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(21), Ragnrk-Knock%(21)
Level 8: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(27)
Level 10: Short Circuit -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(31), EndMod-I(31)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Temporal Selection -- RechRdx-I(A)
Level 18: Farsight -- LkGmblr-Rchg+(A), HO:Membr(31), HO:Membr(33), HO:Membr(33)
Level 20: Time Stop -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(34)
Level 22: Time Crawl -- TmpRdns-Acc/EndRdx(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36)
Level 26: Slowed Response -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(36), RechRdx-I(36)
Level 28: Assault -- EndRdx-I(A)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Chrono Shift -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(45)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Dmg(40)
Level 38: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(45), RechRdx-I(45)
Level 47: Thunderous Blast -- HO:Nucle(A), AirB'st-Dmg/Rchg(48), Det'tn-Dmg/Rchg(48), Posi-Dmg/Rchg(48)
Level 49: Charged Armor -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50), HO:Ribo(50), HO:Ribo(50)
Level 50: Musculature Radial Paragon
Level 50: Ion Total Core Judgement
Level 50: Phantom Total Core Improved Ally
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run