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Posted (edited)
1 hour ago, Nightmarer said:

You don't have a clue of what have I played or not or how many years I've been playing live or not, all I see here is someone moaning because Mind has a couple skippable powers. Can those be tweaked? certainly they can but that is not saying that Mind is broken, it's precisely the opposite, it is currently overpowered. Let's do something, you do not assume what have I played or not and I will not assume you don't know how to play Mind Control.

 

I dont have to assume anything when you're the one saying you think mind is fine and other people as well are trying to describe to you that its not. Unplayable no, nothing in this game is unplayable, but its control is far from ok.

 

I've seen this playing multiple myself, and anytime playing with a mind controller. Of course it's better than no controller but its eclipsed from any other conrrol set because it has to mostly rely on two 4 minute recharging controls that don't get broken on teams.

Edited by WindDemon21
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Posted
2 minutes ago, WindDemon21 said:

I dont have to assume anything when you're the one saying you think mind is fine and other people as well are trying to describe to you that its not. Unplayable no, nothing in this game is unplayable, but its control is far from ok.

 

I've seen this playing multiple myself, and anytime playing with a mind controller. Of course it's better than no controller but its eclipsed from any other conrrol set because it has to mostly rely on two 4 minute recharging controls that don't get broken on teams.

Okay, I give up, all I can see is someone saying "boohoo Mind sucks because it has no Seeds of Confusion" , another one saying "boohoo Mind sucks because Mass Confusion takes a lot to recharge and Telekinesis uses a lot of end" and a third one that says... well, not sure what he says but I'm sure he'll reply along the lines "well, I am a min/maxer and everyone else's builds suck because I am a min/maxer". You win, Mind Control sucks even with 5 "respects" because you can't play it so that for sure means it has to be revamped so all of us who enjoy playing it and have no problem with it are obviously wrong *sigh*

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Being chased by a wasp is the most complete sport practice!

Posted
1 hour ago, Nightmarer said:

Okay, I give up, all I can see is someone saying "boohoo Mind sucks because it has no Seeds of Confusion" , another one saying "boohoo Mind sucks because Mass Confusion takes a lot to recharge and Telekinesis uses a lot of end" and a third one that says... well, not sure what he says but I'm sure he'll reply along the lines "well, I am a min/maxer and everyone else's builds suck because I am a min/maxer". You win, Mind Control sucks even with 5 "respects" because you can't play it so that for sure means it has to be revamped so all of us who enjoy playing it and have no problem with it are obviously wrong *sigh*

Never said I couldn't play it, in fact the opposite saying I have played several.

 

What I SAID was that it was lacking in control compared to any other control set, and multiple people have agreed.

 

Unplayable, no, lacking, yes.

Posted

Mind is simultaneously amazing AND subpar. Depending on your perspective you will either love it or dislike it.

 

With perma dom a mind dom can be a sight to behold. The aggro-less nature of some of their controls lets them be more aggressive than other doms that may fear immediate retaliation. Alternating TD and MC usually has one of them up for each new group unless your team moves really fast, in which case your controls aren't needed anyway. Plus they can completely shut down ambushes or add-ons provided no one else interferes with them via sleep/terrify.

 

Plus all of their powers say "domination", which lets be honest, has an impact on player perspective.

 

Add on some lingering notions of superiority from the days when the sleep+confuse tactic was extremely successful and you have some people strongly in favour of mind.

 

Some things have changed though. Most doms can slot up a single hard aoe control and have it up as often as TD+MC combined, while still leaving them with their aoe hold if something goes wrong. Personal survivability is at an all time high via easy defense numbers and crazy OP incarnates, to the point that retaliation of a spawn while you animate your aoe mez is negligable. And the sleep+confuse tactic is no longer needed as most teams can just tackle that encounter head on. 

 

Where mind lacks imo is pre-permadom. I'm of the opinion that they bring less than every other control set at that stage of the game. Which interestingly enough, is when control is needed most. 

Posted

Mind could use some touch ups, I'd like to see TK be replaced with a mass levitate, and mass confusion get a big cd reduction.

 

But it is by no stretch of the imagination weak control. It's among the strongest control sets out there.

 

Dark/sav will have better synergy, IMO. Vert strong combo, highly recommend.

Posted

This is my Dark/Savage version. I went more for melee than ranged. Thematically, it works so well, you're a scary beasty thing. It has ridiculous kill speed. And it is usually kept safe by the great controls. But, if things get out of hand, the problem it that it is tissue paper. If there gets to be more opponents than I can control, it will go down fast. In a team, it is rarely an issue, but solo, if I accidentally pull 2 or 3 groups on high difficulty, I can have trouble.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Vultaria Base: Level 50 Natural Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Savage Assault
Power Pool: Concealment
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Dark Grasp -- Apc-Acc/Dmg/Rchg(A), Apc-Dam%(31)
Level 1: Call Swarm -- AchHee-ResDeb%(A)
Level 2: Maiming Slash -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(3), CrsImp-Acc/Dmg/Rchg(3), CrsImp-Dmg/Rchg(5), CrsImp-Acc/Dmg(5)
Level 4: Vicious Slash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/Rchg(7), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(17), CrsImp-Dmg/EndRdx/Rchg(17)
Level 6: Living Shadows -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dmg/Rng(40), PstBls-Dmg/Rchg(42), PstBls-Dmg/EndRdx(42), SprDmnGrs-Rchg/Fiery Orb(45)
Level 8: Fearsome Stare -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(31)
Level 10: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11)
Level 12: Heart of Darkness -- AbsAmz-ToHitDeb%(A), AbsAmz-EndRdx/Stun(13), AbsAmz-Acc/Rchg(13), AbsAmz-Acc/Stun/Rchg(15), AbsAmz-Stun/Rchg(15)
Level 14: Fly -- WntGif-ResSlow(A)
Level 16: Spot Prey -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx(25), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(37)
Level 18: Haunt -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(21), SlbAll-Acc/Dmg/Rchg(21)
Level 20: Rending Flurry -- Arm-Dam%(A), Arm-Dmg/EndRdx(31), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/Rchg(34)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), Frb-Fly(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 26: Shadow Field -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(27), UnbCns-Acc/Rchg(27), UnbCns-Acc/Hold/Rchg(29), UnbCns-Hold/Rchg(29)
Level 28: Blood Craze -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(36), Prv-Heal/Rchg(37), Prv-Heal(43), Prv-EndRdx/Rchg(45), Prv-Heal/EndRdx(45)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 32: Umbra Beast -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33)
Level 35: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(50)
Level 38: Feral Charge -- Hct-Dam%(A), Hct-Dmg/EndRdx(39), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(40), WntGif-RunSpd/Jump/Fly/Rng(40)
Level 41: Surge of Power -- UnbGrd-Rchg/ResDam(A), Ags-ResDam/Rchg(42), RechRdx-I(43)
Level 44: Summon Guardian -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(46), ExpRnf-Acc/Rchg(46), ExpRnf-Acc/Dmg(50)
Level 47: Power Sink -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc/Rchg(48), PrfShf-Acc/Rchg(48)
Level 49: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46)
Level 1: Quick Form 
Level 1: Blood Frenzy 
------------

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