What power would you skip on /Time?


Dr Harmony

 

Posted

Most of the powers in Time Manipulation seem too good to pass up. I just hit level 22 on my Grav/Time, but I'm asking this question in regard to all controllers; or whatever you personally paired with /Time.

So what power selections did you, or would you, skip in Time Manipulation? "None" is not a valid answer. I'm sure the choices vary between primaries, but that is part of the fun.

I haven't picked up Time Stop yet and I'm not sure I am going to. I want to, but I have a hard time justifying the power for most game content. There are a few encounters where the healing debuff would be nice. Other than that I am perfectly happy with Gravity Distortion. I don't feel like I need a one-two combo to hold bosses, because when I start building for recharge Gravity Distortion will be coming around in under three seconds, and maybe closer to two.

One power that I considered skipping before I tried it was Distortion Field. I feel like it fills a void in Gravity Control and at this point would consider dropping Crushing Field before Distortion Field.

I sort of want to justify dropping Temporal Selection, but I don't think I could. Temporal Selection + Farsight looks like a powerful combo on a high recharge build where TS could be kept on three or four teammates.

So what has everyone else considered skipping or dropping out from Time Manipulation? I'm glad there is no glaringly skippable powers, but it does make coming up with that 'perfect' build a lot more difficult. I like diversifying my builds with Power Pools and APP's, so taking all nine /Time powers just doesn't sit right with me.


 

Posted

I took them all on my Ill/Time. If I had had had to skip one probably time stop or temporal selection.

But I didn't and I wouldn't.


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

 

Posted

I also took them all on my Ill/Time, but would consider Time Stop the most skippable. then Temporal Selection. If I were a Defender, I might consider an ally single target buff to be more imporant, but as a Controller, I focus more on control.

For Grav/Time, I presume you are skipping Dimension Shift. Currently, I skipped Lift on my Grav/Storm, but the changes may make Lift more desireable. Since Crush currently does more damage than Lift and sets Containment, too, I found it more useful than Lift. Crush may be more skippable after the Gravity changes happen.


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 think Time's Juncture could easily be skipped on a Controller.

Ive taken it on my Mind/Time but rarely turn it one, since anything that isn't moving doesn't need the defensive debuffs which this applies, and I'm playing mostly from range.


 

Posted

Quote:
Originally Posted by Dr Harmony View Post
I think Time's Juncture could easily be skipped on a Controller.

Ive taken it on my Mind/Time but rarely turn it one, since anything that isn't moving doesn't need the defensive debuffs which this applies, and I'm playing mostly from range.
I'd say that depends more on where your control set plays from, than just being a Controller.

TJ can be a valuable tool for PBAoE based Controllers (Fire/Ice/Electric), but it's not very useful for characters that choose to play at range (Earth/Gravity/Mind/Plant), and can be mostly useless for those that basically have to play at range (Dark, due to it's mostly Cone based nature... which is a shame since the -ToHit would work incredibly well with Darkness Control).

I'd personally consider Temporal Selection the most skippable. I mean I *have* it on all my Time Manipulation characters, but with all my other tools I often forget it's even there.


@Oathbound & @Oathbound Too

 

Posted

I skipped temporal selection on my grav/time
I spend a fair bit of time solo and Singularity doesn't get much from it
(I may take it when i make a darktime though)


 

Posted

Depends on your primary. Either the single target buff, or the hold.


 

Posted

Quote:
Originally Posted by Local_Man View Post
For Grav/Time, I presume you are skipping Dimension Shift. Currently, I skipped Lift on my Grav/Storm, but the changes may make Lift more desireable. Since Crush currently does more damage than Lift and sets Containment, too, I found it more useful than Lift. Crush may be more skippable after the Gravity changes happen.
Yep, skipped Dimension Shift. I'm tempted to try it out after the changes, but I am still doubtful about it.

Currently I'm running with Propel for leveling. But I am likely to drop it on an endgame build for Lift. It looks to offer better soft control, plus I just really want to slot it up with KB for laughs and see how high I can send some Hellions flying. I wanted to skip Crush, but like you said, it sets up easy Containment, which I figured was best for a lowbie.

I'm not terribly familiar with Controllers in the late game. Is there any real reason to need a mag4 immobilize for TFs or trials? I'll likely keep Crush, but it is on my list of powers to consider respeccing out of.


Quote:
I think Time's Juncture could easily be skipped on a Controller.
I've been using Time's Juncture from the edge of the effective range ever since I picked it up. I must say that TJ is amazing when the teams I'm on have little to no additional support beyond me. On a team with a couple other support characters I feel TJ could easily be rendered redundant. But on a team full of brutes and scrappers? Priceless.


Anyway, I picked up Time Stop to see how much I really like having it on a controller. Since I'm planning to respec eventually anyway I may as well try it out.


 

Posted

The answer for me is "None".

However I would skip Temporal Selection.

Reasons
Time Crawl has -Regen, plus good for improving your other debuffs on choice targets
Temporal Mending - Heal is good
Time's Juncture - PBAoE to-hit is good
Temporal Selection - eh, your other AoE buffs are good already. I drop it on people when I remember sure, but I doubt they really notice. I'm happy with it with a single slot, so it's not a drain on my resources but I wouldn't go any further.
Distortion Field - Drop it, 4 x Procs. Nice.
Time Stop - Another Hold for stacking PLUS more -Regen
Farsight - PBAoE Def. Nuff said
Slowed Response - AoE -Res is fun. Good without any need for slotting.
Chrono Shift - obv not! Perma and loving it.


@JohnP - Victory

 

Posted

Time Stop would be my first choice. Next is a toss up between Time's Juncture and Temporal Selection. Both are very nice powers and I'd personally try to squeeze them in if at all possible. TJ is more skippable on set like Gravity or Mind that places mostly at range.


 

Posted

Quote:
Originally Posted by ketch View Post
Time Stop would be my first choice. Next is a toss up between Time's Juncture and Temporal Selection. Both are very nice powers and I'd personally try to squeeze them in if at all possible. TJ is more skippable on set like Gravity or Mind that places mostly at range.
Agreed on Mind, but honestly I think TJ is still a good power for Gravity.

Where Mind has a cone power that you *have* to use from range to maximize it's usefulness, Gravity can be played just as well from melee as it can from Range and the -ToHit/-Dmg can help a lot (at least at low level) when you've got jack, besides Crushing Field, for AoE control. (The large radius means you can still stay out of range of a mobs melee attacks, and reduce the effectiveness of their ranged attacks they'd be hitting you with anyhow.)

You could drop it later on though, once your control has matured a bit.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by InsipidClownfish View Post
Yep, skipped Dimension Shift. I'm tempted to try it out after the changes, but I am still doubtful about it.

Currently I'm running with Propel for leveling. But I am likely to drop it on an endgame build for Lift. It looks to offer better soft control, plus I just really want to slot it up with KB for laughs and see how high I can send some Hellions flying. I wanted to skip Crush, but like you said, it sets up easy Containment, which I figured was best for a lowbie.

I'm not terribly familiar with Controllers in the late game. Is there any real reason to need a mag4 immobilize for TFs or trials? I'll likely keep Crush, but it is on my list of powers to consider respeccing out of.




I've been using Time's Juncture from the edge of the effective range ever since I picked it up. I must say that TJ is amazing when the teams I'm on have little to no additional support beyond me. On a team with a couple other support characters I feel TJ could easily be rendered redundant. But on a team full of brutes and scrappers? Priceless.


Anyway, I picked up Time Stop to see how much I really like having it on a controller. Since I'm planning to respec eventually anyway I may as well try it out.
I have kept Propel for the simple reason that especially with Containment, it hits HARD. The attack chain of GD-Crush-Propel may not be fast, but it clobbers the foes pretty darn hard. Besides, Propel is visually one of three interesting powers in the Gravity set. (The other two are Wormhole and Singy -- all the other powers in gravity are, let's face it, pretty boring.) When the changes come through and Propel animates faster, it should be pretty nice.

My Gravity Controller is a Grav/Storm who solos about 90% of the time. He uses Hurricane more than any of my other */Storm controllers because of the single-target aspect of his damage. While I spend time clobbering one foe, all of the others are kept away with ToHit debuffed with Hurricane. This is why I think Time's Juncture would be worth keeping on a Grav/Time -- the ToHit Debuff would give you time to clobber one foe while the others can't hit you.

Time Stop is nice to have, mostly because it lets you stack holds on bosses. It also gives you a second single target hold in a crowd, and a nice place to slot a Baz Gaze set. My Ill/Time really needs that Recharge but your Grav/Time may not. If you decide to slot for Ranged Defense, Time Stop will take a set of Lockdown.

By the way, when slotting Singy, try to get one or both of the pet Resistance procs in there. Singly can't be healed, but buffing his already-high resistance makes it a nearly unkillable tank. Tough AVs can take a +Resistance Singy down, but that's about all that can. Consider slotting 4 Expediant Reinforcement (including the proc), the other Resist proc and maybe a Dam/Mez Hami-O (which are fairly cheap).

Speaking of AVs, your Mag4 Immob will often keep AVs from running around. That's pretty nice when none of your other controls will work in them.


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