Doctor Scotts - Time/Fire Defender - By Request
Something else I've noticed about Time's Juncture, which doesn't list it in the power description, is that it does -fly. I can't tell you the number of times I've been hovering with TJ on and a Skyraider, CoT, or some other enemy with fly comes flying up to me only to be knocked down when they get close. When it's not on they hover right there with me until I turn it back on.
Something else I've noticed about Time's Juncture, which doesn't list it in the power description, is that it does -fly. I can't tell you the number of times I've been hovering with TJ on and a Skyraider, CoT, or some other enemy with fly comes flying up to me only to be knocked down when they get close. When it's not on they hover right there with me until I turn it back on.
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Higher up in this thread you said " I did help you figure out that the burst damage potential was higher, but overall the sustained Damage Over Time was better." I guess you meant the burst damage on a corruptor, but the damage over time on a Defender?
Could you explain that a little to me? Wont the higer damage numbers and Scourge allow for more damage than on a defender?
@Treibhireas on Defiant, Exalted and Freedom
How many spawns of +4x8 Malta do I need to herd for it to count ?
Here is my Corruptor build in contrast to Rad's Defender build:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
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oOChronoburnOo: Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50), Decim-Dmg/Rchg(50)
Level 1: Time Crawl -- P'ngTtl--Rchg%(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(13)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Slow%(7)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
Level 8: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Slow%(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(23), Lock-%Hold(50)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), GftotA-Def(19), GftotA-Def/EndRdx(21)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
Level 24: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Slow%(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
Level 26: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(48)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(33), GftotA-Def/EndRdx/Rchg(34), GftotA-Def/Rchg(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Def(36), GftotA-Def/EndRdx(43)
Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36)
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: Temp Invulnerability -- S'fstPrt-ResKB(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46), RctvArm-EndRdx(46)
Level 44: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Slowed Response -- Achilles-ResDeb%(A)
Level 49: Assault -- EndRdx-I(A)
Level 0: The Atlas Medallion
Level 50: Cardiac Partial Core Revamp
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
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
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How many spawns of +4x8 Malta do I need to herd for it to count ?
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No insp, no Destiny, herd up as many malta as you can and just stand there as long as possible

It should kill anyone without a mez protection toggle.
I guess I should replace it with the walk into a spawn of DE and just stand there test

Quartz Emanators ftw!
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
Trix are for kids. Traps FTW!
@MARTy McFly
No insp, no Destiny, herd up as many malta as you can and just stand there as long as possible
![]() It should kill anyone without a mez protection toggle. |
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Tact
noun
1. a keen sense of what to say or do to avoid giving offense; skill in dealing with difficult or delicate situations.
2. a keen sense of what is appropriate, tasteful, or aesthetically pleasing; taste; discrimination.
perma jump is ---> /up 1
Nice build, Rad.
As soon as my scrapper is T4'd across-the-board, I will make me one of these.
Then you and me will duel in the arena.
First one to land a hit, wins!
Oh...and I take it that Farsight from the same user doesn't stack?
Repeat Offenders

Do you normally run with Time's juncture toggled on? Or do you just depend on your softcap?
Another thing i'm wondering is why you chose the Spectral interface, and not the reactive one? (Though I'm guessing that's because of the immob component of spectral?)
Nah, you just hover literally five feet above their heads. TJ will still hit.
To be honest, I have both Spectral and Reactive, as well as Diamagnetic. The immob component in Spectral is kind of crap, and the -regen in Diamagnetic is equally bad. Reactive is good to have solo but on iTrials EVERYONE has it so I switch out to Spectral. Also, negative damage is fun.