How important is +recharge for MMs
Defense only. Recharge is all but worthless to MMs (there are a few powers in some secondaries where it *might* be useful, but not many).
Depends on if you want to perma-anything from your secondary or Hasten. For example, on a /Time MM, you want to build for both defense and recharge and its possible to softcap almost everything and still have 180+% recharge without purples. That gets you perma hasten, perma power-boosted Farsight (which covers the remainder of your defense) and perma chronoshift. So really...just depends on what you already have to work with in the first place.
With /Traps, its already a pretty slow playstyle so +RCHGE might not be that game changing for you. And if you want it, can always get it from your Incarnate selections.
Time MM's benefit tremendously from +recharge.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
When you are hit by a slow debuff, you'll want it then.
I think it's great in PvP and when I dont like being slowed by slow debuffs but more Recharge is just good around for any AT.
for /traps i would definitely get high rech to keep your traps stacked and up as much as possible
for other secondaries doesnt matter so much
It really depends on what set combinations but normally, I look for survival and +recovery first and damage procs for my pets. If I can get some +recharge, then it's just gravy on the top.
Having said that, /Trap does benefit quite a bit from higher +recharge because you can stack AM.
Overall, I would rate +recharge as only semi-important for MM. Other ATs can get a lot more out of it.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Dark Miasma benefits greatly with Recharge. Double Tar Patches for -60% Resist. Howling Twilight up every 45 seconds. Twilight Grasp every 4 seconds (2 is casting time). Fearsome Gaze every spawn...
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
As for any AT, no one is going to be hurt by having more recharge. Also as for any AT, some powersets gain more than others
Very helpful:
Traps- The main debuff powers are on long timers. A common complaint of Traps is that some players feel they are unable to contribute to fast moving teams due to powers on cooldown. That's not the case for high recharge builds.
Dark- The argument for Dark was presented above.
Time- This also was explained above
Trick Arrow- Why TA? Most of the powers are quick to recharge and can't stack. Except for the very notable exception of Oil Slick Arrow which you want up as often as possible. TA lives in 2 states: with OSA and without. You want to be "with" as often as possible.
Helpful:
Pain Dom- You really want enough recharge for perma-World of Pain.
Poison- Like TA, it's mainly for one power you want recharge for: Noxious Gas.
Storm- More Freezing Rain and Lightning Storm makes for a happier stormie.
Thermal- The debuffs and Forge (to spread to more teammates) are the main beneficiaries of recharge. You can be a good Therm without high recharge. You can be great if you do have high recharge.
Not helpful:
Sonic- Liquefy is the main power that benefits from recharge. Very nice power but I wouldn't base a build on it.
FF- Like Sonic, has 1 power that would really benefit but it's not a game changer (Repulsion Bomb)
Some primaries benefit from recharge as well for the Tier 7 "special" powers. Beast certainly does. Necro, Bots and Thugs to a lesser degree. I don't mention Hellfire because it's already on such a long timer that I just consider it a "nice to have". The Ninja one is already very quick to recharge and Mercs T7 is poopy.
Global = Hedgefund (or some derivation thereof)
Yeah. I probbly only have like 30~% global rec. No hasten either. I guess I should drop either fightan pool or presence pool for speed.
Not to mention ablative pet armor.
That is, the ability to resummon pets more quickly if they're dying quickly. Very helpful in situations like the warehouse of Lambda. I know this is anathema for some MMs who avoid sacrificing their pets and keeping them alive at all costs. But it is indeed a valid and successful MM tactic to put pets purposely in a situation where they will die and to compensate by resummoning... often. And global recharge helps in that situation.
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
I am also a /Traps MM and I say, why not have both? My recharge could be a little higher but as it is.. I have 42.5% before hasten (112.5% with) and that works well for me. I took the fighting pool as well and very stretched for slots. In fact, for hasten, I dropped Assault which for an MM, many would probably think that's a bit mad but to be honest, I haven't missed it and I have solo'ed 8 GM's now, 2 at the same time. I have over soft-capped positional defense, 44% S/L def and resist and frequently tank for my henchman. The recharge is enough that I can have 2 triage beacons and 2 acid mortars down at the same time while also spamming provoke when I need to.
Should you go for super-recharge? No, I don't think it's all that needed personally but for /Traps, a little goes a long way. Then again, before I was able to get my alpha slotted with a cardiac, I was hitting my blue bar pretty damn hard due to the recharge so that's something to consider as well.
Trick Arrow- Why TA? Most of the powers are quick to recharge and can't stack. Except for the very notable exception of Oil Slick Arrow which you want up as often as possible. TA lives in 2 states: with OSA and without. You want to be "with" as often as possible.
|
While 4 of the powers in TA don't stack (Entangling, Flash, Ice, and Acid), these same 4 powers are the only ones that I'd consider "quick to recharge" (with the longest being 20 seconds).
The other 5 powers have much longer recharge times and you'll want them up as often as possible (particularly Poison Gas Arrow, Glue Arrow, and Disruption Arrow, as they can stack and double their debuff values, and for PGA that also means Sleeping up to Boss-level enemies).
Although, I will agree that for TA, the difference between OSA being available and not being available is so significant that you'll want OSA up as often as possible.
I'm got a /traps MM and it seems it's very tight on slots. Trying to build for max defence means I can barely get any recharge afterwards. Should I go for a balance of rec + defence of just focus on one or the other?