mind/time?


EmperorSteele

 

Posted

I'm still leveling my main, a Mind/Time, so I can't give an final advice yet. End consumption is a big problem.
When you get to Incarnate level (if you wish to do so) I'd heavily recommend the Vigor route, as I intend to.

"For all powers: Increases Healing, Accuracy, Sleep duration, Confusion duration, Fear duration and reduces Endurance cost by 33%" ...This is from Vigor Radial Paragon.

This is basically everything your Mind/Time could need! Endurance consumption should no longer be a bane, and this will help along with fear/confuse which one of the most important aspects for your primary powerset. If you take Confuse, Mass Confusion, World of Confusion and Distortion Field, they work wonders together when used in conjunction.

I'm close to 50 now, so any other tips/hints along the way and I'll post them here


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
@planet J


Warning: The following post is filled with facetious comments. No straw men were hurt in the production of this post.



Local Myth: You won't learn how to play the character properly if you pursue a soft capped defense build.

A defense build does not preclude you from learning to play the character as you level up. Most builds perusing defense aren't complete until the 40+ levels; others don't reach fruition until 50.


Local Myth: A defense build requires poor power selection at the expense of utility powers.

If you pick your powers based on what IO Bonuses they make available its easy to get in this trap. The recommended approach is to pick powers you want and design from there. This approach allows you start with utility as a priority; tradeoffs can be made from there.
Regardless most sets have one or two “throw away” powers that are widely considered to offer less utility than alternative options.

Local Myth: The Fighting pool is required to achieve a soft-capped build.

The Fighting pool is not required to achieve soft-cap to S/L. One recommended approach for avoiding the Fighting pool is to take Hover and Combat Jumping. Stealth also offers some defense and brings desired utility to Controller combinations that don't offer any native stealth. Be aware that the defense suppress when in combat. Another option is Maneuvers from the Leadership Pool. This selection brings additional utility to both the solo and team player.

If your build needs a place to put the +Def IO, you can always wait until later levels to slot this particular IO in your Resistance Shield.

There are several options. Notice none require the selection of the Fighting Pool.

I cannot speak to Ranged defense builds, its not my personal preference to peruse Ranged defense. Oedipus Tex is one I consider more adept at that strategy.


Local Myth: Soft-capped Defense builds sacrifice Recharge.

A quick glance at the Set Bonus Finder in Mid's tells me otherwise. There are plenty of sets that offer both Recharge and Defense. The challenge is capitalize on sets that offer both.
There are some excellent builds posted on the forums (and some very crappy ones) that achieve high levels of recharge as well as the defense soft-cap.


Local Myth:Cox Teaming requires Tankers.

Oh no! Someone needs to tell the “All <pick an AT> Teams” they are doing it wrong.
I think its clear that CoX has done a great job at moving away from the “Tank and Spank” or the “Holy Trinity” of MMOs model.
Lets look at something:
A Tanker/Brute manages aggro by Taunting and generating Threat which draws the enemies attention away from teammates in order to protect them.
A Controller manages aggro by Mezzing and Debuffing enemies in order to teammates. A Controller can also Buff their teammates in order to protect them.
Amazing. Both perform the same function yet achieve it through different means. Does this mean Controllers and Tankers are always interchangeable? Not always, however its not unreasonable to expect a controller to manage aggro. If given a specific scenario where the “aggro monkey” cannot keep aggro off the team I damn well expect the controllers to step it up.

Local Myth: Pursuing Defense means you want to grab aggro

Local Myth: Pursuing Defense means you will be infected with “Scrapperlock”

I wont even address these two on how ridiculous your straw man arguments/silly assumptions are. Your two points have nothing to do with defensive build. You go as far as creating fictional motives as to why someone would want defense on top of associating fictional negative behavior with it. Nice try.



Local Myth: IOs use for the pursuit of Defense is unlawful according to Local Man law.

“You people are doing it wrong!” Its a compelling argument considering the same “IO tricks” can be used for bonus in recharge, recovery, etc. Which are “authorized” by you as “appropriate” use.

Local Myth: IOs remove the "challenge"

Breaking news. Some people enjoy the metagame of build design. For these folks it is the challenge. If you dont want to use them in such a fashion then don't. We are sorry we don't play the game like you want us to. No. Really we are!



Local Myth: Recommending a defensive build means= non defense build no good.

I don't see anywhere in Laev's post where its suggested that a non defense build is wrong. Considering the OPs desire to solo 65% of the time, interest in Defense, and selection of Primary/Secondary its a great recommendation and can be achieved with great ease. Considering your tenacity to misinterpret things it doesn't surprise me one bit that you manage to misconstrue Laev's comments.

This by far is the most laughable of all:


“I reject your reality and substitute it with mine” That's what your statement sums up to be. I bet you even expect your post to be taken seriously.

Have you done your “Due Diligence” in this particular area or is it a strategy that you have been unable to make it work for you?

Its a rhetorical question. Regardless of your answer, it reveals your ignorance on the matter. Even worse you offer conjecture without properly investigating the matter and try to pass it on as fact.

I really don't care if folks have opinions on this topic. What really bugs me is when poppycock and conjecture is offered up as an “authoritative” information, especially when your only retorts are thinly veiled straw man arguments.

I think I'll address you as "Conjecture man" or "Straw man" from now on. I'll even let you pick which one, they both suit you.

Expecting some false confidence from the naysayers I offer up my Plant/Storm/Ice as an example:

and my Fire/Cold/Stone:


Both builds play well ,both solo and on teams. Please take notice they debunk the myth that it will cost billions to achieve soft-capping or that defense and recharge are mutually exclusive and impossible to achieve.

To the "cup is full" crowd: I don't care if I have influenced our ignorant veterans on the forums, as long as newer players get a chance to look at the facts and make their own assessment on what best suits them.
Well, well, somebody got a little snippy. And bordering on being insulting. I was addressing an opinion by stating my own opinion. Nothing in my post (which wasn't even directed at you) was mocking, unlike your response. If you disagree, that's fine but I see no reason to turn this into a group of insults.

The problem I have with your response is (a) you took statements out of context of the post as a whole, (b) you mischaracterized what I said, and (c) you clearly misunderstood the tone and intention of my post. I try pretty hard to be even and fair in my recommendations. Most of the time, I explain things in terms of what I would do rather than what anyone else should do and I try to recognize when there are different opinions. I find it pretty frustrating when somebody distorts my statements.

Some folks seem to think that a character without Defense if down right bad. Leviathin's post made it appear that building for Defense was ALWAYS the best option. Mental Maden and I both assert that you can have a great character without building for Defense, and that there are trade-offs for building for Defense. We acknowledge that Defense is an option, but not a necessity. (Compare that to, say, an Ice Tank, where building for Defense is pretty essential.)

Your first "quote" from me took only a part of a sentence, which did not explain the entire point. In fact, the entire paragraph makes a general point that it is a good idea for a player to learn how to play his character without defense first, so he gets a good idea about the various powers in the set and options on other powers before making the choices and sacrifices needed for a defensive build. My statement was intended to let potential players know that there are options other than just building for Defense. Then your first "Local Myth" mischaracterized what I said in such a way that you attributed to me a statement with which I disagree. I would consider what you posted to be a prime example of a "straw man argument."

There is no single "proper" way to play a character. Some playstyles are more effective solo while others are more effective on some teams, and others are more effective on other kinds of teams. Controllers were originally designed to operate effectively without Defense (with a few exceptions). That original design has been modified quite a bit by IO sets.

Then your "explanation" actually supported my original point . . . that the player should learn to play the character without Defense first rather than expecting (and focusing) on Defense as the player levels up . . . because you won't get that high defense until the 40's or at 50. I'm suggesting to hold off on making the decision on whether to build for Defense until you have enough experience with the character to know if you need it.

Your second "Local Myth" again mischaracterizes what I said. I never said that a defensive build requires poor power selection. I said that there were trade-offs, which is clearly true. A defensive build may not be able to fit in Recall Friend, or Superspeed with a Stealth IO for invisibility, or the medicine pool. If a Mind/Time builds for Defense, he will most likely skip Telekinesis, which I would agree is skippable . . . except that some people actually LIKE the power. But a player who expects to build for Defense from the beginning may know that he won't have room for the power so he may never try it. I see a lot of people skip confuse powers due to a lot of differing opinions, and a Defensive build may find Confuse skippable when I (and many others) consider Confuse to be one of the better powers in the Mind set. On the other hand, some people try out Confuse and don't like it. My point goes back to that first entire paragraph . . . try out the character and the various powers without Defense before making the committment to a Defensive build . . . you may find that you don't need a defensive build.

Mischaracterized "Local Myth" #3: Where did I say the Fighting Pool was necessary? I said "If I take the Fighting Pool . . . " as an example of how there are trade-offs. While it is pretty common for Defensive build to take the Fighting Pool, it is certainly not necessary for some builds, like a */Time.

Mischaracterized "Local Myth" #4: This one is pretty obvious -- I said that you have to give up Recharge OR SOME OTHER BENEFIT. You conveniently left that last part out. Sure, there are sets that can get good Recharge and Defense, but that means that there are fewer slots for slotting other powers or for slotting procs or something else. I have seen some Ill/Rad builds with Perma-PA and capped Defense . . . but all of those builds gave up other stuff that I don't feel is worth giving up. Most of the time, an IO build needs to focus on one aspect -- it is hard (but not impossible) to build for two without gimping the build.

Mischaracterized "Local Myth" #5: I never said that all teams need tanks. I said that a tank's job is to take aggro . . . do you dispute that statement?? I do feel that Tanks are usually a benefit to a team, but I have been on plenty of teams with no tank or a really bad, worthless tank that handled missions fine. One easy example? Mental Maden used to run "All Controller" TFs most weekends.

Mischaracterized "Local Myth" #5 and #6: Basic Logic -- "If A then B" does not equal "A is true." While it is true that SOME PEOPLE with Defensive builds have boasted about how they can tank, I never said Defensive build always do anything. I'm sure many people with Defensive builds play their characters quite well and control effectively -- I would assume that someone who has put that much effort into a great build actually CAN play the character well. I won't address how completely wrong your mischaracterizations of what I said were.

Mischaracterized "Local Myth" #7: This statement is pretty offensive to me because I have NEVER suggested that my way is the only way. I have always tried to show that there are varying opinions, and I often point out that others disagree with me. I often acknowledge the valid positions of others and different opinions. In fact, if you read my entire post, the point of it is to say that Defense is a valid choice, but not the only choice. See the last sentence.

Mischaracterized "Local Myth" #8: Uh, where did I say anything in my post about "challenge?" Can you point it out to me?? My statement was intended to suggest that IOs can be used to build a character that is far more powerful than intended in the original game design, and that a player might want to learn how to play the character based upon that original design before making the choices for an end-game build. To suggest that I don't understand how people like to use IO builds as a part of the game is pretty ignorant of my history of posting in this forum.

On the last statement that you ridiculed, I probably should have said "I don't accept the argument that you can get plenty of Defense AND be well slotted for Recharge or some other benefit." But then, I did say it earlier in the post, and only because you quoted one sentence out of context does it merit correction.

Before you accuse someone else of being a "straw man," maybe you should pull the bale of straw out of your own eye? I find it rather ironic that that you are calling ME a "straw man" when your arguments fit the definition quite well:
Quote:
A straw man is a component of an argument and is an informal fallacy based on misrepresentation of an opponent's position, twisting his words or by means of [false] assumptions. To "attack a straw man" is to create the illusion of having refuted a proposition by replacing it with a superficially similar yet unequivalent proposition (the "straw man"), and refuting it, without ever having actually refuted the original position. Generally, the straw man is a highly exaggerated or over-simplified version of the opponent's original statement, which has been distorted to the point of absurdity. This exaggerated or distorted statement is thus easily argued against, but is a misrepresentation of the opponent's actual statement.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
...blurp...
Your position is no longer convenient for you? Its your purgative to flip-flop and contradict yourself as often as you feel necessary. The good thing is that you can always come back. I won't judge you.

Your own words failed to meet your intended message? Sounds like a personal problem to me. You chose your words, you get to own them. Again your problem, not my problem.

I think its safe to say we can easily dismiss any false assumptions that a defensive build:
  • Is Cost prohibitive (uber expensive builds)
  • Forces the choice of Defense vs <other desirable bonus>
  • Forces poor power selection (less capable)
  • Forces poor power slotting (less capable)
  • Is motivated by a desire to play in an aberrant fashion
  • <any other baseless assumption>
  • <any other flawed rationale>
We'll still be here when you have something to add or wish to offer proof to the contrary. Until then, case closed.

All that work and you STILL missed the boat.


 

Posted

I agree with both sides of this debate. I think ANY IO build is making tradeoffs. You simply cannot have it all. Even in taking a defense you are picking specific types and amounts (For example: Ranged vs S/L, 32.5% vs 45% vs 59%, etc). While I tend to IO my characters for defense, I do also sometimes bypass powers like Recall Friend or Aid Self that are potentially useful but don't fit.

FWIW I feel the tradeoff of S/L defense via APP armor is you get extremely poor S/L resistance to go with it. Some enemies will blow right past S/L defense. For example, in incarnate content, it gets bypassed by a bit but Resistance does not. It's still nice to have and I'm not knocking it, but I have always preferred Ranged defense backed by S/L resistance and consider S/L defense a tradeoff in itself, outside of farming.

But like a lot of things in the game it's trickier than even that, because of how easy it is to buy and use purples. A person with pretty good defense could be very good or very bad at inspiration management. IMO the right choice for a character is highly debatable. As long as the build is mostly good and the player is able to use powers and inspirations efficiently it's really hard to say what wins. I will say, however, that there are inspirations for defense and none for recharge, or, say, Recall Friend, so it's a lot trickier than just saying "just look at the bonuses" when we talk about there being or not being a tradeoff.

My most recent build of my Ice/Fire Dom, for example, aims for 40% ranged defense and 45% S/L resistance, on the theory that by using T4 Barrier I have a constant 5% left over at the low point of Barrier, making me soft capped. However, actual gameplay is complex and for various reasons its not necessarily ideal to always hit Barrier right when the final effect wears off (e.g. I might need the high end for taking an alpha). For those situations I carry a few purples.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
Your position is no longer convenient for you? Its your purgative to flip-flop and contradict yourself as often as you feel necessary. The good thing is that you can always come back. I won't judge you.

Your own words failed to meet your intended message? Sounds like a personal problem to me. You chose your words, you get to own them. Again your problem, not my problem.



I think its safe to say we can easily dismiss any false assumptions that a defensive build:
  • Is Cost prohibitive (uber expensive builds)
  • Forces the choice of Defense vs <other desirable bonus>
  • Forces poor power selection (less capable)
  • Forces poor power slotting (less capable)
  • Is motivated by a desire to play in an aberrant fashion
  • <any other baseless assumption>
  • <any other flawed rationale>
We'll still be here when you have something to add or wish to offer proof to the contrary. Until then, case closed.

All that work and you STILL missed the boat.
<sigh> Did you actually read what I said rather than create your own fabrication of what I said? Once again, your "points" are misrepresentations. I guess you made your Straw Man and you are going to stick to it, by Deity!

All I have ever said is that making a Defensive build involves trade-offs, and with Controllers, there are other options. Controllers can be very effective without building for Defense by building to maximize control, buffs/debuffs and other powers. Defense is an option, not a necessity. I have never said Defense is wrong or flawed or anything else. Those are all your fabrications.

OK, 'nuff said on this subject before I fall into the trap which you have by making it into personal attacks. This has been a bad enough threadjack.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

So this is what I came up with...now, I am not happy with a couple things...like the slotting in mass confusion...I wish I had about 3 more slots...but, I don't want to give up any of my defense bonuses...etc. I also wish I could get an extra recharge redux in Power Boost...any suggestions?

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Time of Mind: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize

  • (A) Apocalypse - Damage
  • (7) Apocalypse - Damage/Recharge
  • (7) Apocalypse - Accuracy/Damage/Recharge
  • (9) Apocalypse - Accuracy/Recharge
  • (11) Apocalypse - Damage/Endurance
  • (13) Fortunata Hypnosis - Sleep
Level 1: Time Crawl
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (9) Pacing of the Turtle - Damage/Slow
  • (11) Pacing of the Turtle - Accuracy/Endurance
  • (13) Pacing of the Turtle - Endurance/Recharge/Slow
  • (15) Pacing of the Turtle - Range/Slow
  • (15) Pacing of the Turtle - Chance of -Recharge
Level 2: Levitate
  • (A) Decimation - Accuracy/Damage/Recharge
  • (17) Decimation - Accuracy/Damage
  • (17) Decimation - Damage/Endurance
  • (19) Decimation - Damage/Recharge
  • (19) Decimation - Accuracy/Endurance/Recharge
  • (23) Decimation - Chance of Build Up
Level 4: Fly
  • (A) Flight Speed IO
Level 6: Temporal Mending
  • (A) Miracle - Heal
  • (23) Miracle - Heal/Endurance
  • (25) Miracle - Endurance/Recharge
  • (25) Miracle - Heal/Recharge
  • (27) Miracle - Heal/Endurance/Recharge
Level 8: Dominate
  • (A) Lockdown - Chance for +2 Mag Hold
  • (27) Lockdown - Accuracy/Hold
  • (29) Lockdown - Accuracy/Recharge
  • (29) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (31) Lockdown - Endurance/Recharge/Hold
  • (31) Devastation - Damage/Recharge
Level 10: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (33) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (33) Dark Watcher's Despair - Chance for Recharge Slow
Level 12: Temporal Selection
  • (A) Doctored Wounds - Heal
  • (33) Doctored Wounds - Heal/Endurance
  • (34) Doctored Wounds - Recharge
  • (34) Doctored Wounds - Heal/Recharge
  • (34) Doctored Wounds - Heal/Endurance/Recharge
Level 14: Confuse
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (36) Malaise's Illusions - Endurance/Confused
  • (36) Malaise's Illusions - Accuracy/Endurance
  • (36) Malaise's Illusions - Accuracy/Confused/Recharge
  • (37) Malaise's Illusions - Chance of Damage(Psionic)
Level 16: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep/Recharge
  • (37) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (37) Fortunata Hypnosis - Accuracy/Recharge
  • (39) Fortunata Hypnosis - Sleep/Endurance
  • (39) Fortunata Hypnosis - Chance for Placate
Level 18: Distortion Field
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Endurance/Recharge/Hold
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (40) Basilisk's Gaze - Chance for Recharge Slow
Level 20: Hasten
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 22: Total Domination
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Accuracy/Recharge
  • (42) Basilisk's Gaze - Chance for Recharge Slow
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 24: Time Stop
  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (42) Ghost Widow's Embrace - Accuracy/Recharge
  • (43) Ghost Widow's Embrace - Endurance/Hold
  • (43) Ghost Widow's Embrace - Accuracy/Hold/Recharge
Level 26: Terrify
  • (A) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (45) Positron's Blast - Chance of Damage(Energy)
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (46) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Recharge
  • (46) Luck of the Gambler - Defense/Endurance
Level 30: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 35: Slowed Response
  • (A) Touch of Lady Grey - Chance for Negative Damage
Level 38: Mass Confusion
  • (A) Malaise's Illusions - Chance of Damage(Psionic)
  • (50) Malaise's Illusions - Accuracy/Recharge
Level 41: Chrono Shift
  • (A) Recharge Reduction IO
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Temp Invulnerability
  • (A) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Resistance/Recharge
  • (48) Reactive Armor - Resistance/Endurance/Recharge
Level 49: Power Boost
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 50: Agility Core Paragon
Level 50: Vorpal Radial Final Judgement
Level 50: Preemptive Core Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 50: Ageless Core Epiphany
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (3) Numina's Convalescence - Heal
  • (5) Numina's Convalescence - Heal/Recharge
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (3) Performance Shifter - Chance for +End
  • (5) Performance Shifter - EndMod/Recharge
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 1.25% Defense(Smashing)
  • 1.25% Defense(Lethal)
  • 2.19% Defense(Fire)
  • 2.19% Defense(Cold)
  • 7.81% Defense(Energy)
  • 7.81% Defense(Negative)
  • 0.63% Defense(Melee)
  • 6.25% Defense(Ranged)
  • 4.38% Defense(AoE)
  • 4.5% Max End
  • 2.5% Enhancement(Held)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(Confused)
  • 42% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpSpeed)
  • 9% Enhancement(Heal)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(RunSpeed)
  • 86.25% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 145 HP (14.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 4.95%
  • MezResist(Immobilize) 3.85%
  • MezResist(Sleep) 2.75%
  • MezResist(Terrorized) 2.2%
  • 20.5% (0.34 End/sec) Recovery
  • 38% (1.61 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 1.58% Resistance(Toxic)
  • 1.58% Resistance(Psionic)
  • 10% RunSpeed
------------
Set Bonuses:
Apocalypse
(Mesmerize)
  • 16% (0.68 HP/sec) Regeneration
  • 30.52 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Pacing of the Turtle
(Time Crawl)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Decimation
(Levitate)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 1.58% Resistance(Toxic,Psionic)
Miracle
(Temporal Mending)
  • 2.5% (0.04 End/sec) Recovery
  • 19.08 HP (1.88%) HitPoints
  • 5% Enhancement(Heal)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Lockdown
(Dominate)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Dark Watcher's Despair
(Time's Juncture)
  • 15.26 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Doctored Wounds
(Temporal Selection)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Malaise's Illusions
(Confuse)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Fortunata Hypnosis
(Mass Hypnosis)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(Distortion Field)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Total Domination)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Ghost Widow's Embrace
(Time Stop)
  • 5% RunSpeed
  • 19.08 HP (1.88%) HitPoints
  • 2.25% Max End
Positron's Blast
(Terrify)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Farsight)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Malaise's Illusions
(Mass Confusion)
  • 2.5% (0.04 End/sec) Recovery
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.08 HP (1.88%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.88%) HitPoints



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Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

If defense bonuses are that much more important to you than things like mass confusion or chronoshift I'll just work with what I see. And with that hasten is really overslotted as well as health. Take one from hasten and two from health. The numinas set bonuses aren't that important on a troller. Stick the Numina proc in there and you are fine. Personally I'd use a miracle proc there instead, but Numina's isn't bad. There are your three slots.

And FYI on my Ill/Time I can softcap defenses without any defense bonuses from sets. That allows you to focus more on recharge and recovery, which is nice in a clicky build like mind.

There are a lot of problems in the build, but since defense (from bonus') is such a priority for you I'll let one of the defense minded people help out.

(and just so there is no misunderstanding, the tone of this post isn't intended to be snarky)


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

This is my take on it. Capped Ranged defense as long as Power Boost is used, insane recharge times on Mass Confusion and Total Domination (personal best I've ever had in a build I've done--hats off to Chrono Shift).

Someone on the Corruptor forums pointed out recently that Power Boost can be slotted with defense based Hami Os and this boosts your defenses even higher. This is technically an exploit of an exploit. But screenshots confirm it works, and if you want to figure out the math you may be able to move some slots around and hit better defenses than I have here.

This build assumes you will be using Spiritual alpha.


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

Click this DataLink to open the build!

Mind Time: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(9)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(33), HO:Perox(33), Dmg-I(33)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-EndRdx/Rchg(15)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(13), Mlais-EndRdx/Conf(46), Mlais-Acc/EndRdx(48), Mlais-Conf/Rng(48)
Level 8: Time's Juncture -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb(17)
Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Rchg(23), Dct'dW-Heal/EndRdx/Rchg(37)
Level 12: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Sleep/EndRdx(23), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(42)
Level 14: Mesmerize -- HO:Nucle(A), Dmg-I(50)
Level 16: Distortion Field -- ImpSwft-Dam%(A), G'Wdw-Dam%(19), Lock-%Hold(19), NrncSD-Dam%(37)
Level 18: Total Domination -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Rchg(21), UbrkCons-Hold(25), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(27)
Level 20: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(27), RedFtn-Def/EndRdx(40), Zephyr-ResKB(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Terrify -- HO:Nucle(A), HO:Perox(31), HO:Endo(31), Ragnrk-Knock%(31), HO:Nucle(34)
Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(36), CoPers-Conf%(37), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(46)
Level 35: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(45)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Dct'dW-Heal/Rchg(43)
Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 44: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(45)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Conserve Power -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40)



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Posted

Thanks for the feedback guys, I really appreciate it...this is what I decided to go with after some more tweaking...

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Time of Mind: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize

  • (A) Apocalypse - Damage
  • (7) Apocalypse - Damage/Recharge
  • (7) Apocalypse - Accuracy/Damage/Recharge
  • (9) Apocalypse - Accuracy/Recharge
  • (11) Apocalypse - Damage/Endurance
  • (13) Fortunata Hypnosis - Sleep
Level 1: Time Crawl
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (3) Pacing of the Turtle - Chance of -Recharge
  • (9) Pacing of the Turtle - Damage/Slow
  • (11) Pacing of the Turtle - Accuracy/Endurance
  • (13) Pacing of the Turtle - Endurance/Recharge/Slow
  • (15) Pacing of the Turtle - Range/Slow
Level 2: Levitate
  • (A) Decimation - Damage/Endurance
  • (5) Decimation - Accuracy/Damage
  • (5) Decimation - Damage/Recharge
  • (17) Decimation - Accuracy/Endurance/Recharge
  • (17) Decimation - Chance of Build Up
  • (19) Thunderstrike - Accuracy/Damage/Recharge
Level 4: Fly
  • (A) Flight Speed IO
Level 6: Temporal Mending
  • (A) Doctored Wounds - Heal
  • (23) Doctored Wounds - Heal/Endurance
  • (25) Doctored Wounds - Recharge
  • (25) Doctored Wounds - Heal/Recharge
  • (27) Doctored Wounds - Heal/Endurance/Recharge
Level 8: Dominate
  • (A) Lockdown - Chance for +2 Mag Hold
  • (27) Lockdown - Accuracy/Hold
  • (29) Lockdown - Accuracy/Recharge
  • (29) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (31) Lockdown - Endurance/Recharge/Hold
  • (31) Devastation - Damage/Recharge
Level 10: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (33) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (33) Dark Watcher's Despair - Chance for Recharge Slow
Level 12: Temporal Selection
  • (A) Doctored Wounds - Heal
  • (19) Doctored Wounds - Heal/Recharge
  • (21) Doctored Wounds - Heal/Endurance/Recharge
  • (23) Doctored Wounds - Recharge
  • (33) Doctored Wounds - Heal/Endurance
Level 14: Confuse
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (15) Malaise's Illusions - Chance of Damage(Psionic)
  • (36) Malaise's Illusions - Endurance/Confused
  • (36) Malaise's Illusions - Accuracy/Endurance
  • (36) Malaise's Illusions - Accuracy/Confused/Recharge
Level 16: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep/Recharge
  • (37) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (37) Fortunata Hypnosis - Accuracy/Recharge
  • (39) Fortunata Hypnosis - Sleep/Endurance
  • (39) Fortunata Hypnosis - Chance for Placate
Level 18: Distortion Field
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Endurance/Recharge/Hold
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (40) Basilisk's Gaze - Chance for Recharge Slow
Level 20: Hasten
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 22: Total Domination
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Accuracy/Recharge
  • (42) Basilisk's Gaze - Chance for Recharge Slow
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 24: Time Stop
  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (42) Ghost Widow's Embrace - Accuracy/Recharge
  • (43) Ghost Widow's Embrace - Endurance/Hold
  • (43) Ghost Widow's Embrace - Accuracy/Hold/Recharge
Level 26: Terrify
  • (A) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Damage/Recharge
  • (34) Positron's Blast - Chance of Damage(Energy)
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (43) Positron's Blast - Damage/Endurance
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense/Recharge
  • (46) Luck of the Gambler - Defense
Level 30: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 35: Slowed Response
  • (A) Touch of Lady Grey - Chance for Negative Damage
Level 38: Mass Confusion
  • (A) Malaise's Illusions - Chance of Damage(Psionic)
  • (45) Malaise's Illusions - Accuracy/Confused/Recharge
  • (45) Malaise's Illusions - Accuracy/Endurance
  • (46) Malaise's Illusions - Endurance/Confused
  • (50) Malaise's Illusions - Accuracy/Recharge
Level 41: Chrono Shift
  • (A) Doctored Wounds - Heal/Recharge
  • (45) Performance Shifter - EndMod/Recharge
  • (46) Recharge Reduction IO
  • (48) Doctored Wounds - Recharge
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Temp Invulnerability
  • (A) Aegis - Resistance
  • (48) Aegis - Resistance/Endurance
  • (48) Steadfast Protection - Resistance/+Def 3%
Level 49: Power Boost
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 50: Agility Core Paragon
Level 50: Vorpal Radial Final Judgement
Level 50: Preemptive Core Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 50: Ageless Core Epiphany
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (3) Performance Shifter - Chance for +End
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 9.56% Defense(Energy)
  • 9.56% Defense(Negative)
  • 3% Defense(Psionic)
  • 8.63% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 4.5% Max End
  • 8% Enhancement(Heal)
  • 2.5% Enhancement(JumpHeight)
  • 5% Enhancement(Confused)
  • 2.5% Enhancement(JumpSpeed)
  • 2.5% Enhancement(Held)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(RunSpeed)
  • 33% Enhancement(Accuracy)
  • 97.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 87.75 HP (8.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 4.95%
  • MezResist(Immobilize) 2.75%
  • MezResist(Sleep) 2.75%
  • MezResist(Terrorized) 6.6%
  • 18% (0.3 End/sec) Recovery
  • 26% (1.1 HP/sec) Regeneration
  • 6.62% Resistance(Fire)
  • 6.62% Resistance(Cold)
  • 15% RunSpeed
------------
Set Bonuses:
Apocalypse
(Mesmerize)
  • 16% (0.68 HP/sec) Regeneration
  • 30.52 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Pacing of the Turtle
(Time Crawl)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Decimation
(Levitate)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Temporal Mending)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Lockdown
(Dominate)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Dark Watcher's Despair
(Time's Juncture)
  • 15.26 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Doctored Wounds
(Temporal Selection)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Malaise's Illusions
(Confuse)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Fortunata Hypnosis
(Mass Hypnosis)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(Distortion Field)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Total Domination)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Ghost Widow's Embrace
(Time Stop)
  • 5% RunSpeed
  • 19.08 HP (1.88%) HitPoints
  • 2.25% Max End
Positron's Blast
(Terrify)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Farsight)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Malaise's Illusions
(Mass Confusion)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Chrono Shift)
  • MezResist(Terrorized) 2.2%
Aegis
(Temp Invulnerability)
  • 5% RunSpeed
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

I see a few small changes that could be made to this build:

Confuse and Mass Confusion are both no-aggro powers, but putting a damage proc in each power will ruin that. This will keep you from being able to stack mag on bosses. If you can afford it, put 5 of the Coercive Persuasion purple set skipping only the pure Confuse in Confuse. The Contagious Confusion proc turns this single-target confuse into an occasional multi-target confuse. Drop the damage proc from Mass Confusion.

Pacing of the Turtle is a lot of slots for not all that much return. Time Crawl only needs a single Accurcy in the default slot. The other slots can be better used in other places. You can make up the Ranged Defense by moving the Lockdown set to Total Domination and using all 6 from the set -- you actually get slightly more Ranged Defense. Move the Baz Gaze set from Total Dom to Dominate, and use the last two slots for an Acc/Dam Hami-O and a common Damage. Change the Ghost Widow set in Time Stop to another Baz Gaze set. You end up with more Recharge, more Defense and you still have 2 more slots left. Those two slots can go in Health and Stamina, or anywhere else you want.

Change the Flightspeed in Fly to EndRdx or a Stealth IO -- since a few issues ago, Fly is now at Flightspeed cap without slotting.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I made those suggested changes put full purple set in confuse and added one slot to health thanks


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22