Time Manipulation; not sure what I'm doing o.O
Just a quick suggestion... Distortion field really likes the lockdown chance for +2 mag. I'm a fan of procs, I have the damage procs in my distortion field too. It does take away from the set mule slotting but I like the powers that I use to be the best that they can be (and I use distortion field a lot)
Just a quick suggestion... Distortion field really likes the lockdown chance for +2 mag. I'm a fan of procs, I have the damage procs in my distortion field too. It does take away from the set mule slotting but I like the powers that I use to be the best that they can be (and I use distortion field a lot)
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Okay, I was thinking about that actually. I asked a few people in game if the Lockdown proc worked well and I got a lot of derps and confusion as to what I was asking. I also considered damage procs in Juncture, is that worth it at all? I really don't -need- the small amount of defense I'm getting from the set.
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With the proc, things started to feel like they were getting held.
BrandX Future Staff Fighter

The BrandX Collection
That's just the lightning ball showing you the proc went off Stuff was getting held, but more like a gravity hold.. kind of subtle. The proc is still way good and I love having it in mine, wouldn't do without it now that I have it.
Re. time's junction. I have the chance for smashing and the chance of -rech (like I said, I like procs ). The smash is kind of meh. I'd lose it if I had to. It is a kind of nice little tick when it happens but nothing spectacular.
Aight thanks Defender people. I take the build is relatively solid barring your suggestions. I'll move some slots around to see what I can come up with
Agree with others, the Lockdown +2 Hold proc in Distortion is golden. I slotted 5 Unbreakable Constraints plus the Lockdown proc and now have a great set bonus and find Lieuts now getting held on occasion. Its a nice combo.
I did use all the different Chance To procs in it at one time. The damage is just pathetic. This was on both an MM and a Corr Time toon....really low numbers. Not worth it IMO.
For Times Juncture, slotting somewhat depends on your goals. Since I tank with my Time characters (easy to do since its so simple to softcap to all positions and types, even iTrial softcapped for Ranged/E/NE), I decided to go with 4 Dark Watchers (include the Proc), a Pacing of the Turtle chance of recharge slow and then a Dampened Spirits ToHitDebuff/Endredux. That really gives all the core attributes of the power a boost.
Not sure if you were aware and decided against it, or if you just didn't know, but power buildup and power boost both affect farsight. This increases the amount of defense from farsight significantly. It makes it very easy to softcap pretty much everything. Because of this, it allows you to avoid slotting for defense bonuses with IOs. However when planning builds using PBU or PB in mids, you have to be careful about how you figure your defense values. I tend to toggle on PBU, and check how much defense farsight is giving me, then I toggle both farsight and PBU off. This allows me to see my total defenses for the rest of my powers, then I just add them together manually.
Just to give you some totals a slotted PBU boosted farsight on a defender gives 32% defense to all positions. If you add in Weave, CJ, Maneuvers and the Steadfast defense IO, your at 51% defense to all positions. It's actually not hard to push it up to the incarnate softcap if you want to go for that.
Chiming in to second what a lot of others have already said.
1) The lockdown proc is very worth it in Distortion.
2) I don't find the damage procs all that worth it in Distortion or Juncture, but a friend of mine did use them and it doesn't seem to have adversely affected his performance, so I'd say that it just comes down to taste.
3) Time Defs *are* tankers.
4) I also like working in as many Chance for -Recharges into a Time build as I can. It's the only way to enhance this aspect of the powers, and I feel it pushes a strength of Time a bit further.
5) Power Build Up or Power Boost are great in Time.
Well, enough echoing what others have said, on to some specifics of your build.
First of all, it is very solid, so take everything below as just minor nit-picks.
1) I don't particularly like World of Confusion. Not in general, and specifically not on this alt. Confuse enemies that can barely move from being slowed and can't hit from tohit debuffs are no different from non confused enemies in the same situation. All that happens at best is infrequent attacks that likely miss you get turned into infrequent attacks that miss other enemies. And for this very minor help you're paying a steep end cost. And it does paltry damage. If you want it for thematic reasons, I'd not slot it for damage, if it were me. Double nothing is still nothing. Oblits are expensive to get so little out of it.
2) I'm not sure I like Kin Combat in Boxing. I'm not 100% positive, but I think using those three slots elsewhere might very well be able to recoup the the defense lost.
3) You can lose a slot in Hasten, and use Enhancement Boosters on the other 2 Recharge IOs and get almost the exact same result. That saves you a slot t put elsewhere.
4) Slowed Response, I'm fairly certain, requires a hit to have an effect. And you have no Acc slotted in it. You only seem to have 27% global accuracy bonus and Farsight's base +12% to hit. This might be enough vs most baddies most of the time, but if you fight baddies above your level and or vs the tough guys (which are the ones you'll probably most want to debuff) you may have a hard time hitting. I'd see if I could get some Acc in there. I'd also see if I could get in the Achillies' Heel proc in there, too.
5) Not sure why you would wait till the very last slot for Temporal Selection, but I guess something has to be last.
6) I'd be very tempted to lose the Dam/End in Psychic Scream for the Damage Proc. You would lose some End reduction, but no appreciable base damage, as it's way over the ED already on Damage. The proc is, over time and especially vs groups going to net you a lot more damage.
7) In Psy Tornado, I'd be tempted to swap the damage/range for the proc. Very similar reasoning. I left eh dam/range int he previous example mostly because it was a cone, making it easier to hit more targets. This isn't a factor in the PsyNado. Also on this power, if you can scare up an extra slot form somewhere, I like to put the Chance for +Recharge in this power. It seems to proc pretty often and worth it in the long run if you like recharge.
8) Since you already have Super Speed, adding in either the Jump or Run stealth proc into Sprint gives you effectively full invisibility on demand.
9) I'd give serious consideration to a different EPP. Power or Soul would be my leading candidates.
But, all that aside, it really is a solid build! Hope the suggestions help.
Any way you go, Time rocks and your build will do it justice..
Here is my Corruptor build, but you can basically do the same thing with a Defender build just take the powers at different levels.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Precog Amy: Level 50 Magic Corruptor
Primary Power Set: Psychic Blast
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Subdue -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(5), TotHntr-Acc/Immob/Rchg(5), TotHntr-Dam%(7)
Level 1: Time Crawl -- P'ngTtl--Rchg%(A)
Level 2: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Time's Juncture -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-Slow%(43)
Level 6: Psychic Scream -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(15), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(17)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(19)
Level 10: Temporal Selection -- RechRdx-I(A)
Level 12: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(46)
Level 16: Distortion Field -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Rchg/Hold(46), Lock-%Hold(50)
Level 18: Psionic Tornado -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Det'tn-Dmg/Rchg(34), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/EndRdx/Rng(36), FrcFbk-Rechg%(36)
Level 20: Time Stop -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(43), BasGaze-Rchg/Hold(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), Ksmt-Def/EndRdx(23), Ksmt-Def/Rchg(25)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(42)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-EndRdx(29), RctvArm-ResDam(29)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(37), GftotA-Def/Rchg(37), GftotA-Def/EndRdx/Rchg(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), Ksmt-Def/EndRdx(31), Ksmt-Def/EndRdx/Rchg(33)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Slowed Response -- Achilles-ResDeb%(A)
Level 38: Chrono Shift -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx(45), RctvArm-ResDam(45)
Level 47: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(50)
Level 49: Psionic Lance -- Thundr-Acc/Dmg/EndRdx(A)
Level 50: Cardiac Partial Core Revamp
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I(A)
Level 1: Scourge
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
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My build, as well as many others, are in my Sig. You should be able to adapt it to your blast set.
I run Musculature T4 99% of the time, Agility is there just so I can say I have iDefense Cap to all if I want it. With everything else in the build, that last 3% defense all is NOT needed. Soloing anything +2x8 and below is trivial. Soloing anything, except AVs, +4x8 is possible; sometimes trivial, sometimes not. You don't pack enough offense, nor -regen, nor do you have the required immobilize, in order to take down a +4 AV solo.
I have a conceptual alternate build that might just maybe be able to solo a +4x8 ITF, but given the lack of offense would likely take 4+ hours to do the last mission, and survival even with everything in this build may get problematic at that point. The standard build is much more durable, but lacks immobilize, which is required if you want to kill a +4 Track Star. +4 Avs also resist damage by half, that means It will take at least 2 cycles of Lore pets to take him down, perhaps 4 cycles, while maintaining the -regen and damage between cycles. Meanwhile I have defense, healing, and resist covered, but not nearly enough HPs for spike damage protection. That means, one lucky spike, and I have to start the entire hour over. Depending on luck, that could turn 4 hours into 10, and then it becomes not worth proving that it "can" be done.
Duoed against a pair of these builds a +4 AV wouldn't last 5 minutes.
Just a quick suggestion... Distortion field really likes the lockdown chance for +2 mag. I'm a fan of procs, I have the damage procs in my distortion field too. It does take away from the set mule slotting but I like the powers that I use to be the best that they can be (and I use distortion field a lot)
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The +2 Proc makes that power a beast. With the recharge and having two up at most large spawns, something was getting held...period. I built my beam/time corruptor for recharge and could have 3 up if it was even necessary. With the proc, I could reliable lead off with that with the defense from farsight and maybe 20% or so total ranged bonuses. And by the time anyone got out of the first field to close to melee, I had another one up, or they were dead--either worked.
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would you put the damage procs in it? Is it effective with them?


Ice Ember
So, I absolutely LOVE Time. I almost feel like a Tanker sometimes (for me, that's a good thing). My Time Defender is currently level 24, so I am beginning to think about IOing. I came up with a build that has great numbers... but I'm a little afraid that I am butchering some of her powers. I am not too familiar with the support sets... so some help would be appreciated.
Sooooo, if y'all wouldn't mind... please take a look at the build I came up with and let me know if it has any unthinkable slotting mistakes. Seems a little too good. I have softcapped S/L/E/NE and very close to softcapped F/C and Psi (they ARE softcapped with Agility Core). I also managed perma Hasten/Chrono Shift;
(I don't want to buy purples, please don't suggest them... though I could swing the Defender AT enhancement set)
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Kaylee Lockhart: Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7)
Level 1: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(9), Decim-Acc/Dmg(11)
Level 2: Subdue -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Acc/EndRdx/Rchg(11), Decim-Dmg/Rchg(13), Decim-Dmg/EndRdx(13)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Slow%(15), DarkWD-ToHitDeb(17), DarkWD-ToHitdeb/Rchg/EndRdx(17)
Level 8: Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(21)
Level 10: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(21), Posi-Dmg/Rchg(23), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg(25)
Level 12: Time Stop -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(39)
Level 16: Time Crawl -- Acc-I(A)
Level 18: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(31), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33)
Level 20: Will Domination -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(33), Decim-Dmg/Rchg(34), Decim-Dmg/EndRdx(34), Decim-Acc/Dmg(34)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 24: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(40)
Level 26: Slowed Response -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(46), LdyGrey-Rchg/EndRdx(46), ExVuln-DefDeb/Rchg/EndRdx(46)
Level 28: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(29), Posi-Dmg/Rchg(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(37)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(42)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(37), EndMod-I(40)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(50)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Mass Hypnosis -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-Acc/Rchg(42), LgcRps-Acc/EndRdx(43), LgcRps-Acc/Sleep(50)
Level 44: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/Rchg(45)
Level 47: World of Confusion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Dmg(50)
Level 49: Temporal Selection -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(43)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run