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Mind/Time ... Never Saw You, Coming Or Going ...


Redlynne

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Back in Issue 23 I also played a Mind/Kinetics Controller who reached Level 50 before Time Manipulation was announced, so by the time Time Manipulation arrived I wasn't exactly keen on taking another Controller from 1-50 just so I could play Mind/Time as a Controller.  However, with a "fresh start" on new City of Heroes servers, that particular sunk costs fallacy no longer applies, since I'd be starting from scratch anyway ... and since I've already worked up a Ninja/Time/Mace Mastermind, a Time/Dual Pistols Defender and a Gravity/Time Controller already, I ought to be able to crib notes from my own builds and be able to come up with a build for Mind/Time ... right?

 

Well, let's just say that I'd forgotten just how SLOT HUNGRY Mind Control is.  Add that to Time Manipulation being a relative slot hungry set as well and it's inevitable that something's going to have to give.  Having done both Gravity and Mind Control with Time Manipulation, I feel pretty confident in saying that with how I want to slot my powers, Mind Control is heavier on the demand for enhancement slots than Gravity is.  This was basically the first build where I couldn't get away with 5-slotting Tactics for Adjusted Targeting and had to settle for 2-slotting with HOs.

 

Also, in contrast to Gravity, Mind Control offers multiple paths to being able to lockdown groups of Foes, and with Confusion (and Mass Confusion Mass Comedy) it isn't even necessary to engage piles of $Targets directly.  However, even so, the benefit of having Time's Juncture and Distortion Field acting as AoE "neutralizer fields" to make it easier to lay down more area wide control will help.

 

Levitate is slotted as an attack power with a Force Feedback proc and is therefore intentionally designed to act as an "accelerator" for the entire build when including Levitate in a regular attack chain.  Being able to proc Force Feedback for +100% Recharge for 5 seconds offers the same recharge benefit as having a +7.5% set bonus so long as Force Feedback is procced at least once per 66-67 seconds.  I have a feeling that shouldn't be that hard to do with Levitate as part of the attack chain.  Ordinarily I'd want to slot the Force Feedback proc into an AoE Knock power, but since neither Mind Control nor Time Manipulation offers that option, I'll settle for simply putting one into Levitate.

 

The real coup of this build however has to be, I'm thinking, being able to slot Overwhelming Presence into Terrify so as to leverage Terrify into being an AoE attack that summons the "inner demons" (so to speak) of your $Targets to fight them while they cower in Fear of them, while at the same time extending the Fear duration well beyond perma (so as to enable 2+ stacking of Terrify).  Considering that this build is getting the recharge on Terrify down around 10 seconds, that could potentially mean that when using Terrify in a target rich environment you can potentially wind up with multiple procs over time of Overwhelming Presence, yielding summons that attack for enough damage to compensate for the lack of damage enhancement in Terrify itself.  It also gives feared $Targets something else to direct their aggro at besides just your Controller.

 

Overall, I'm rather happy with how this build turned out, even if I had to make some compromises on what powers would receive enhancement slots (and how many).  Purely from an aesthetic viewpoint, I like the idea of having a primary/secondary combo that Leaves NO Evidence that my character was anywhere near where all of my Foes simply wound up defeated (and arrested).  Mind Control for the no evidence left at the scene win!

 

ViciousSecondaryAmericansaddlebred.gif

 

As always with my builds, if you want to see what everything looks like when fully loaded out with Level 50 Purple IOs, simply load up the data chunk into Pine and use the Flip to Alternate option for the slots.

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Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Natural Controller

Primary Power Set: Mind Control

Secondary Power Set: Time Manipulation

Power Pool: Sorcery

Power Pool: Leadership

Power Pool: Speed

 

Hero Profile:

 

Level 1: Mesmerize

  • (A) Decimation - Accuracy/Damage: Level 27
  • (48) Decimation - Damage/Endurance: Level 27
  • (48) Decimation - Damage/Recharge: Level 27
  • (48) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (50) Decimation - Accuracy/Damage/Recharge: Level 27
  • (50) Decimation - Chance of Build Up: Level 25

Level 1: Time Crawl

  • (A) Accuracy IO: Level 50

Level 2: Dominate

  • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (5) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
  • (5) Devastation - Chance of Hold: Level 30
  • (7) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (7) Lockdown - Chance for +2 Mag Hold: Level 30

Level 4: Levitate

  • (A) Decimation - Accuracy/Damage: Level 27
  • (40) Decimation - Damage/Endurance: Level 27
  • (40) Decimation - Damage/Recharge: Level 27
  • (40) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (42) Decimation - Accuracy/Damage/Recharge: Level 27
  • (42) Force Feedback - Chance for +Recharge: Level 21

Level 6: Confuse

  • (A) Malaise's Illusions - Accuracy/Recharge: Level 27
  • (9) Malaise's Illusions - Endurance/Confused: Level 27
  • (9) Malaise's Illusions - Accuracy/Endurance: Level 27
  • (11) Malaise's Illusions - Confused/Range: Level 27
  • (11) Malaise's Illusions - Accuracy/Confused/Recharge: Level 27

Level 8: Mass Hypnosis

  • (A) Call of the Sandman - Accuracy/Recharge: Level 27
  • (13) Call of the Sandman - Endurance/Sleep: Level 27
  • (15) Call of the Sandman - Accuracy/Endurance: Level 27
  • (15) Call of the Sandman - Sleep/Range: Level 27
  • (17) Call of the Sandman - Accuracy/Sleep/Recharge: Level 27

Level 10: Temporal Mending

  • (A) Preventive Medicine - Heal: Level 27
  • (17) Preventive Medicine - Heal/Endurance: Level 27
  • (36) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (37) Preventive Medicine - Heal/RechargeTime: Level 27
  • (37) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
  • (37) Preventive Medicine - Chance for +Absorb: Level 27

Level 12: Telekinesis

  • (A) Endurance Reduction IO: Level 50
  • (13) Endurance Reduction IO: Level 50

Level 14: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10

Level 16: Distortion Field

  • (A) Basilisk's Gaze - Recharge/Hold: Level 27
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
  • (43) Basilisk's Gaze - Chance for Recharge Slow: Level 10
  • (43) Pacing of the Turtle - Chance of -Recharge: Level 20
  • (45) Lockdown - Chance for +2 Mag Hold: Level 30

Level 18: Total Domination

  • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
  • (19) Basilisk's Gaze - Accuracy/Recharge: Level 27
  • (19) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
  • (21) Essence of Curare - Accuracy/Hold/Recharge: Level 50
  • (23) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50

Level 20: Time Stop

  • (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 27
  • (23) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 27
  • (25) Will of the Controller - Endurance/Recharge: Level 27
  • (25) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 27
  • (36) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 27
  • (36) Will of the Controller - Recharge/Chance for Psionic Damage: Level 27

Level 22: Maneuvers

  • (A) Red Fortune - Defense/Endurance: Level 27
  • (45) Red Fortune - Defense/Recharge: Level 27
  • (45) Red Fortune - Defense/Endurance/Recharge: Level 27
  • (46) Red Fortune - Defense: Level 27
  • (46) Red Fortune - Endurance: Level 27
  • (46) Luck of the Gambler - Recharge Speed: Level 25

Level 24: Tactics

  • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
  • (50) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)

Level 26: Terrify

  • (A) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized: Level 27
  • (27) Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime: Level 27
  • (27) Overpowering Presence - Endurance/RechargeTime: Level 27
  • (29) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance: Level 27
  • (29) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime: Level 27
  • (31) Overpowering Presence - RechargeTime/Energy Font: Level 27

Level 28: Farsight

  • (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
  • (31) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
  • (34) Luck of the Gambler - Recharge Speed: Level 25

Level 30: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50

Level 32: Mass Confusion

  • (A) Malaise's Illusions - Accuracy/Recharge: Level 27
  • (33) Malaise's Illusions - Endurance/Confused: Level 27
  • (33) Malaise's Illusions - Accuracy/Endurance: Level 27
  • (33) Malaise's Illusions - Confused/Range: Level 27
  • (34) Malaise's Illusions - Accuracy/Confused/Recharge: Level 27
  • (34) Perplex - Accuracy/Confused/Recharge: Level 50

Level 35: Slowed Response

  • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50

Level 38: Chrono Shift

  • (A) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (39) Performance Shifter - EndMod/Recharge: Level 50
  • (39) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (39) Numina's Convalesence - Heal/Endurance/Recharge: Level 50

Level 41: Time's Juncture

  • (A) HamiO: Enzyme Exposure (+2 Def/End/ToHit)

Level 44: Temporal Selection

  • (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50

Level 47: Assault

  • (A) Endurance Reduction IO: Level 50

Level 49: Vengeance

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Sprint

  • (A) Celerity - +Stealth: Level 15

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 1: Containment

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed IO: Level 50

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Health

  • (A) Miracle - +Recovery: Level 20

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

------------

------------

Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 10.31% Defense(Energy)
  • 10.31% Defense(Negative)
  • 7.5% Defense(Ranged)
  • 6.75% Max End
  • 5% Enhancement(Held)
  • 5% Enhancement(Stunned)
  • 5.5% Enhancement(Terrorized)
  • 10% Enhancement(Immobilized)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 10% Enhancement(Confused)
  • 9% Enhancement(Accuracy)
  • 15% Enhancement(Sleep)
  • 91.25% Enhancement(RechargeTime)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 80.12 HP (7.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 33.75%
  • MezResist(Held) 33.75%
  • MezResist(Immobilized) 33.75%
  • MezResist(Sleep) 33.75%
  • MezResist(Stunned) 33.75%
  • MezResist(Terrorized) 33.75%
  • 12% (0.2 End/sec) Recovery
  • 12% (0.51 HP/sec) Regeneration
  • 8.25% Resistance(Smashing)
  • 8.25% Resistance(Lethal)
  • 4.5% Resistance(Fire)
  • 4.5% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 4.5% Resistance(Toxic)
  • 4.5% Resistance(Psionic)

------------

Set Bonuses:

Decimation

(Mesmerize)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   11.45 HP (1.13%) HitPoints
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

Devastation

(Dominate)

  •   12% (0.51 HP/sec) Regeneration

Lockdown

(Dominate)

  •   3% DamageBuff(All)

Decimation

(Levitate)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   11.45 HP (1.13%) HitPoints
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Malaise's Illusions

(Confuse)

  •   2.5% (0.04 End/sec) Recovery
  •   2.5% Enhancement(Confused)
  •   2.5% DamageBuff(All)
  •   6.25% Enhancement(RechargeTime)

Call of the Sandman

(Mass Hypnosis)

  •   5% Enhancement(Sleep)
  •   19.08 HP (1.88%) HitPoints
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Preventive Medicine

(Temporal Mending)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   19.08 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   3.75% Enhancement(EnduranceDiscount)
  •   8.75% Enhancement(RechargeTime)
  •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

Blessing of the Zephyr

(Mystic Flight)

  •   Knockback (Mag -4), Knockup (Mag -4)

Basilisk's Gaze

(Distortion Field)

  •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  •   2% (0.03 End/sec) Recovery
  •   7.5% Enhancement(RechargeTime)

Basilisk's Gaze

(Total Domination)

  •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  •   2% (0.03 End/sec) Recovery
  •   7.5% Enhancement(RechargeTime)

Will of the Controller

(Time Stop)

  •   2.5% DamageBuff(All)
  •   6% Enhancement(Immobilized), 6% Enhancement(Sleep), 3.3% Enhancement(Terrorized), 3% Enhancement(Confused), 3% Enhancement(Held), 3% Enhancement(Stunned)
  •   9% Enhancement(Accuracy)
  •   8.75% Enhancement(RechargeTime)
  •   3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

Red Fortune

(Maneuvers)

  •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   2% DamageBuff(All)
  •   5% Enhancement(RechargeTime)

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Overpowering Presence

(Terrify)

  •   4% Enhancement(Immobilized), 4% Enhancement(Sleep), 2.2% Enhancement(Terrorized), 2% Enhancement(Confused), 2% Enhancement(Held), 2% Enhancement(Stunned)
  •   19.08 HP (1.88%) HitPoints
  •   4.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  •   3% (0.05 End/sec) Recovery
  •   3.75% Defense(Energy,Negative), 1.88% Defense(Ranged)

Luck of the Gambler

(Farsight)

  •   7.5% Enhancement(RechargeTime)

Malaise's Illusions

(Mass Confusion)

  •   2.5% (0.04 End/sec) Recovery
  •   2.5% Enhancement(Confused)
  •   2.5% DamageBuff(All)
  •   6.25% Enhancement(RechargeTime)

Luck of the Gambler

(Vengeance)

  •   7.5% Enhancement(RechargeTime)

 

 

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Looks great! The only thing I did all that different on my Mind/Time (back on Live) was that I just loaded Distortion Field with ALL the Damage procs. And the Hold one. It was fun watching enemies at near full health just randomly keel over (very rare, as 5 procs had to go off to do that, but still).

 

Also, if you're looking to slot Total Dom (and we're assuming an Unlimited budget), then I'd say go 5/6 on Unbreakable Constraint (Hold Purple set), and then throw in the Hold proc on the 6th slot.

 

In any case, it's a super fun combo and having a Secondary which adds 2 more holds makes it a beast, especially against AVs and such who have high Hold Mag resistance.

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I'll have to check to see if I put the Level 50 Unbreakable Constraint into Total Domination on the Flip to Alternate Slots.  If I didn't, I can always go edit that and then update the build post above to include that in the data chunk.  I do however like to post the Exemplar Friendly version of the build without the Level 50 Purple IOs slotted in for viewing in forum format, since doing the whole Level 50 Purple Everything™ is more of a long term (farming) objective than something you can level up with.

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Between Grav/Time and Mind/Time... which one would you consider more team oriented?

 

Is there a reason to prefer tactics over APPs or PPPs? I haven't been playing for a long time, so I would like to hear your expertise on this. :)

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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Between Grav/Time and Mind/Time... which one would you consider more team oriented?

 

To be honest ... both builds use alternative means to reach the same ends.  To be honest, I don't think of one as being "superior" to the other.  However, in terms of being able to solo, I'd consider the Mind/Time build far more solo friendly simply because of Confusion.  By contrast, the Gravity build can potentially stack more Hold MAG than the Mind/Time build can (thanks to Singularity) so there are some very peculiar edge cases where each build may have an advantage over the other, but in the "main" both are quite serviceable for almost all content.

 

So the preference would pretty much come down to subjective preferences for one primary over another.

 

Is there a reason to prefer tactics over APPs or PPPs? I haven't been playing for a long time, so I would like to hear your expertise on this. :)

 

Leadership isn't all that "powerful" when you're the only one bringing Leadership to your Team (of 1 to 8.).  However, when more than one PC brings Leadership to a Team, the stacking starts getting pretty powerful pretty quickly.

 

Best example I have for this is Maneuvers versus Weave.

Maneuvers basically offers 1/2 the Defense of Weave ... so if you're the only one with Maneuvers (like when you're solo), then you're short a couple points of Defense than if you'd taken Weave instead.

But if you're on a Team ... and 2 people on the Team have Maneuvers ... then EVERYONE on that Team gets Weave "level" Defense, rather than just 2 PCs on that Team having Weave "level" Defense.

And if you've got Maneuvers (and slotted it) ... then you only need ONE OTHER PC with Maneuvers on your Team, rather than TWO, in order to achieve that level of performance.

 

And on top of that with all 3 Leadership toggles you're adding ToHit and Damage as well.  In other words, any Team (and EVERY Team) gets better/stronger when you join, because just by being around YOU they all get better at everything they do.

 

When you start with that perspective, it starts becoming a no brainer for adding Leadership to pretty much EVERY build, even if you aren't getting "maximal" return on the investment.  With my Scrapper and Tanker builds, I think of it in terms of being so good at what I do that everyone who even gets close to me becomes "better" at what they do too.

 

So for me, adding Leadership toggles means that I'm part of the "solution" to the problem of making every Team "better" than they would be without me.  Beyond that, it's all just min/max comparisons.

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Okay I get where you're coming from with Leadership. I already play a Fortunata with all Teamwork and Leadership toggles for that kind of playstyle and it is super fun.

 

I guess I will take the core of your build and trade some of the Leadership powers for APPs or PPPs and see how I like it during the leveling phase and in my early 50s. Mind and Time can be pretty busy on their own so it might be nice to have those Leadershop toggles running and focus on the primary and secondary. Do you have any problems with your endurance with this build?

 

I'm Lvl 19 now and really like the versatility of this build.

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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Mind and Time can be pretty busy on their own so it might be nice to have those Leadershop toggles running and focus on the primary and secondary.

 

Prior to Paragon Studios getting shut down, I was playing a Mind/Kinetics build that took all 9 Primary and all 9 Secondary powers, because you can't avoid any of them.  That was a Mad Clickfest™ of a combo, since pretty much everything you did, aside from Telekinesis, was a Click power.  Busy busy busy BUSY!!

 

Do you have any problems with your endurance with this build?

 

Once you get to Level 22 and can slot in Level 25 common IOs, I wouldn't anticipate any endurance problems of note ... aside from using Telekinesis of course, because Telekinesis is an endurance hog that Cryptic/Paragon Studios nerfed into the ground when they put a max targets limit of FIVE on it, instead of letting it affect 10 or even 16 $Targets like it had before the Max Targets nerf.

 

I'm Lvl 19 now and really like the versatility of this build.

 

Glad to hear you're enjoying it!

Once I finally get all of my "old build" concept characters laid out in Pine and posted here on the forums, I'll finally be able to get around to downloading the game client and trying to log in and play ...

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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:o You're not even playing right now?

 

I played a Mind/FF WarTroller back in the day when Telekinesis hit 16 targets... that was so much fun!

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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:o You're not even playing right now?

 

Not yet ... because I know how valuable it is to have my builds planned out before I even go into character (and costume) creation.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Oh, one more question about the slotting of Mass Confusion. Why do you slot "Perplex - Accuracy/Confused/Recharge" as the sixth slot instead of going for the Psi-Dmg Proc and full set bonus of Malaise's Illusions (Increases Ranged Defense by 3.13% & Increases Energy and Negative Energy Defense by 1.565%)?

 

 

 

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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Oh, one more question about the slotting of Mass Confusion. Why do you slot "Perplex - Accuracy/Confused/Recharge" as the sixth slot instead of going for the Psi-Dmg Proc and full set bonus of Malaise's Illusions (Increases Ranged Defense by 3.13% & Increases Energy and Negative Energy Defense by 1.565%)?

 

Because slotting a damage proc into power that does NOT alert mobs (to attack you) is a HUGE mistake.

 

Without that proc, you can use Mass Comedy and when the duration ends the affected mobs won't attack you.

With a damage proc, you can use Mass Comedy and when the duration ends the affected mobs WILL attack you ... and the Bosses that you didn't stack enough MAG onto will attack you immediately.

 

So slotting damage into ANY Confuse power is NOT recommended.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Okay, that makes sense, especially if you intend to solo.

 

I will give it a try because I team 100% of the time with this character. I have been playing a lot with Plant/* lately and didn't have any issues with mobs being alerted by Seeds of Confusion.

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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Okay, that makes sense, especially if you intend to solo.

 

Being able to solo Honoree in the Incarnate Alpha slot missions really helps ...

 

I will give it a try because I team 100% of the time with this character. I have been playing a lot with Plant/* lately and didn't have any issues with mobs being alerted by Seeds of Confusion.

 

That's because Seeds of Confusion will Always Notify Mobs ... unlike Confuse, Mass Comedy and Deceive in Mind Control and Illusion Control.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Prior to Paragon Studios getting shut down, I was playing a Mind/Kinetics build that took all 9 Primary and all 9 Secondary powers, because you can't avoid any of them. 

 

Most kins do just fine without the repel or team jump

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That's because Seeds of Confusion will Always Notify Mobs ... unlike Confuse, Mass Comedy and Deceive in Mind Control and Illusion Control.

 

That is my point. Mass Confusion with DMG proc would behave like Seeds of Confusion. But you have more range and a larger targeted AoE.

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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That is my point. Mass Confusion with DMG proc would behave like Seeds of Confusion. But you have more range and a larger targeted AoE.

 

True ... but my point is that I don't want my Mass Confusion power to work like Seeds of Corruption.  I don't want to notify mobs ... so I don't slot a damage proc into the power.

That's all.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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I know  :) I think both ways will work but depend on playstyle.  I just wanna try it with that proc, because last time I played Mind Control I didn't have the chance to try it.

 

Anyways. I really appreciate your detailed analysis of the powers and your expertise when it comes to set bonuses.

My Controllers: Eiszeit (Ice/Time), Sandsturm (Earth/Storm), Dark Crystal (Earth/Dark), Newton (Grav/FF), Dreamstate (Mind/Time), Cosmic Crush (Grav/Storm), Resonating Crystal (Earth/Sonic), Azurelight (Ill/Rad), Voidlord (Dark/Dark)

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  • 3 weeks later
Wow, wow, wow.  Nice build.  Another MIND blowing build!!!  Reading this makes me wonder what magic you could do with Plant/ it, like mind has a lot of toys.

 

You're certainly welcome to take the "lessons learned" from this build and (*ahem*) cross-pollinate them over into Plant/* to make another build.  That's kind of the point of posting up this sort of thing ... inspiring others to do really nifty stuff (too).

 

And the ironic thing is that I was kind of wondering today what Mind/Nature would have looked like instead ...

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Wow, wow, wow.  Nice build.  Another MIND blowing build!!!  Reading this makes me wonder what magic you could do with Plant/ it, like mind has a lot of toys.

 

You're certainly welcome to take the "lessons learned" from this build and (*ahem*) cross-pollinate them over into Plant/* to make another build.  That's kind of the point of posting up this sort of thing ... inspiring others to do really nifty stuff (too).

 

And the ironic thing is that I was kind of wondering today what Mind/Nature would have looked like instead ...

 

And that's why I read your posts.  They're not just "Boom, Perma-hasten" but a nuanced structure of choices made that I'm starting to understand the more I look at it.

If you know the enemy and know yourself, you need not fear the result of a hundred battles.”

 

― Sun Tzu, The Art of War

 

Roaming Everlasting as the Peacebringer Ganymedean.

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And that's why I read your posts.  They're not just "Boom, Perma-hasten" but a nuanced structure of choices made that I'm starting to understand the more I look at it.

 

Yet more proof (as if we needed it) that I'm A Bad INF™ On You People ...

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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