Doctor Scotts - Time/Fire Defender - By Request


Broken_Wings

 

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Quote:
Originally Posted by Thoran_EU View Post
Thanks for your answers, the reason i asked about hover is that while it's a good idea to stay out of range of your attackers, this also keeps them out of range of Time's Juncture (Unless I'm missing something).

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.


 

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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.


 

Posted

Quote:
Originally Posted by oOStaticOo View Post
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.
Actually, it does say so in the powers description, or at least it does in Mids (-1.6 fly, and -37.5% Flyspeed)

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

 

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How many spawns of +4x8 Malta do I need to herd for it to count ?


 

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Here is my Corruptor build in contrast to Rad's Defender build:

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

Click this DataLink to open the build!

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
------------
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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As to the Burst damage vs. the DOT question. That was not in referrence to the difference between a Defender and a Corruptor. Instead if you look at the Activation Time, Recharge Time, and Upfront Damage you'll see that Flares has higher Burst Damage capability than Fire Blast does. However, once you start getting into a lengthy battle the extra DOT that Fire Blast brings gives you a higher damage output over time.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
How many spawns of +4x8 Malta do I need to herd for it to count ?
Or put another way ... What is this Malta Herding Test you speak of?

And wonders if or how far Tryth (Emp/Sonic/Elec) would get trying this.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
How many spawns of +4x8 Malta do I need to herd for it to count ?
Its supposed to be a trap from pre incarnate days.

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!

 

Posted

Trix are for kids. Traps FTW!


@MARTy McFly

 

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Quote:
Originally Posted by Test_Rat View Post
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.
That much Malta kills people WITH 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.

 

Posted

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