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Mind/Dark - Lots of perms for incarnates


luxlorica

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Mind control is one of my favorite sets, so you can imagine background noise of disappointment that follows each attempt to make it viable in the current damage-centric game.

 

Its not that I fault the game play, I just hate that the set has been left in another age and forgotten.

 

So here I have combined it with dark affinity to pile in some utility.

 

Lots of good things here but one obvious thorn. Haste is about 4 seconds off perm. That hurts.

 

I have chased haste as hard as I can here, even sacrificing dark servant to squeeze out another 5%.

 

And that haste hiccup means all the other perms are not really there until incarnate levels.

 

Ageless kicks it over into perm without any trouble and with that comes:

 

Perm Fade

Perm Mass Confuse

Perm Indomitable Will

Perm Tar Patch

Perm Howling Twilight

 

At Incarnate levels, Total Domination only has about a 28 second downtime with a chance for an absorb shield and a +2 mag.

 

Defenses are pretty solid and there is a built in accuracy increase as well as a +stealth that should improve Shadow Fall for moving around.

 

There are some triggered chances for self heal to make use of your defense you-no-hit-me time.

 

Dark Servant is gutted, but Tar Patch does damage, so have fun with that.

 

All in all its a little disappointing as controllers are wont to be. But ehh, whadaya gonna do.

 

Spoiler

 This Hero build was built using Mids Reborn 3.4.7

https://github.com/LoadedCamel/MidsReborn

 

Click this DataLink to open the build!

 

Mind Spider II: Level 50 Magic Controller

Primary Power Set: Mind Control

Secondary Power Set: Darkness Affinity

Power Pool: Flight

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Ancillary Pool: Psionic Mastery

 

Hero Profile:

Level 1: Mesmerize

  • (A) Entropic Chaos - Chance of Heal Self
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (15) Apocalypse - Chance of Damage(Negative)
     

Level 1: Twilight Grasp

  • (A) Preventive Medicine - Heal
  • (5) Preventive Medicine - Heal/Endurance
  • (13) Preventive Medicine - Endurance/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime
  • (50) Preventive Medicine - Heal/RechargeTime/Endurance
  • (50) Preventive Medicine - Chance for +Absorb
     

Level 2: Dominate

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (9) Superior Will of the Controller - Endurance/Recharge
  • (11) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (43) Superior Will of the Controller - Recharge/Chance for Psionic Damage
     

Level 4: Fly

  • (A) Winter's Gift - Slow Resistance (20%)
     

Level 6: Hover

  • (A) Red Fortune - Defense/Endurance
  • (7) Red Fortune - Defense
  • (17) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Endurance
     

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (9) Kismet - Accuracy +6%
  • (39) Unbounded Leap - +Stealth
     

Level 10: Confuse

  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (11) Superior Overpowering Presence - Control Duration/RechargeTime
  • (25) Superior Overpowering Presence - Endurance/RechargeTime
  • (27) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (40) Superior Overpowering Presence - RechargeTime/Energy Font
     

Level 12: Darkest Night

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
     

Level 14: Mass Hypnosis

  • (A) Call of the Sandman - Chance of Heal Self
  • (15) Fortunata Hypnosis - Chance for Placate
     

Level 16: Shadow Fall

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Red Fortune - Defense/Endurance
  • (19) Red Fortune - Defense
     

Level 18: Total Domination

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (19) Basilisk's Gaze - Accuracy/Recharge
  • (21) Basilisk's Gaze - Recharge/Hold
  • (33) Basilisk's Gaze - Endurance/Recharge/Hold
  • (37) Superior Entomb - Recharge/Chance for +Absorb
  • (34) Lockdown - Chance for +2 Mag Hold
     

Level 20: Fade

  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
  • (23) Recharge Reduction IO
     

Level 22: Terrify

  • (A) Ragnarok - Damage
  • (23) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Damage/Recharge/Accuracy
  • (46) Ragnarok - Recharge/Accuracy
  • (48) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Chance for Knockdown
     

Level 24: Soul Absorption

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (45) Recharge Reduction IO
     

Level 26: Mass Confusion

  • (A) Coercive Persuasion - Confused
  • (27) Coercive Persuasion - Confused/Recharge
  • (40) Coercive Persuasion - Confused/Recharge/Accuracy
  • (42) Coercive Persuasion - Recharge/Accuracy
  • (43) Coercive Persuasion - Confused/Endurance
  • (43) Coercive Persuasion - Contagious Confusion
     

Level 28: Tar Patch

  • (A) Ice Mistral's Torment - Chance for Cold Damage
  • (29) Impeded Swiftness - Chance of Damage(Smashing)
     

Level 30: Dark Servant

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (36) Lockdown - Chance for +2 Mag Hold
  • (36) Unbreakable Constraint - Chance for Smashing Damage
     

Level 32: Howling Twilight

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (37) Recharge Reduction IO
     

Level 35: Kick

  • (A) Force Feedback - Chance for +Recharge
     

Level 38: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (39) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Unbreakable Guard - +Max HP
     

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (42) Reactive Defenses - Scaling Resist Damage
     

Level 44: Hasten

  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO
     

Level 47: Indomitable Will

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
     

Level 49: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     

Level 1: Brawl

  • (A) Empty
     

Level 1: Containment

Level 1: Sprint

  • (A) Empty
     

Level 2: Rest

  • (A) Empty
     

Level 1: Swift

  • (A) Empty
     

Level 1: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (5) Miracle - +Recovery
  • (29) Panacea - +Hit Points/Endurance
     

Level 1: Hurdle

  • (A) Empty
     

Level 1: Stamina

  • (A) Performance Shifter - Chance for +End
  • (7) Power Transfer - Chance to Heal Self
     

Level 4: Afterburner

Level 50: Nerve Radial Paragon

Level 50: Ageless Core Epiphany

Level 50: Control Core Embodiment

Level 50: Diamagnetic Radial Flawless Interface

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

 

 

 

 

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Edited by luxlorica
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Quote

Perm Tar Patch

 

Not good enough. It should be close to permanent double-stacked (try to get it down to 22.5-25.0s recharge). Doublestacking it will inflict far more dps than 2 procs.

 

Quote

Perm Howling Twilight

 

This would be extremely impressive if true, because to make the -regen permanent you need +500% recharge, well over the hardcap.

 

Quote

Power Pool: Flight

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Ancillary Pool: Psionic Mastery

 

No leadership pool. Massive oversight for a character wanting to bring utility and who also has the eps (from soul absorption) to sustain it. No leadership means no tactics to counter /darkaff's weakness of not having -def, fewer lotgs for that recharge you want so badly and less defense.

 

Quote

Level 1: Mesmerize

  • (A) Entropic Chaos - Chance of Heal Self
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (15) Apocalypse - Chance of Damage(Negative)

 

If you actually want this to do damage, consider slotting a real damage set such as 5x apoc, decimation or thunderstrike (for ranged def, since you seem to be going for that).

 

Quote

Level 2: Dominate

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (9) Superior Will of the Controller - Endurance/Recharge
  • (11) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (43) Superior Will of the Controller - Recharge/Chance for Psionic Damage

 

Dominate should be 6x damage procced. Neuronic shutdown, GW embrace, Gladiator's net, Unbreakable constraint, apoc, and Gladiator's javelin. This is your best ST attack; it does good DPA even by the standards of dps AT's.

 

ATIO can go in total dom, confuse or another control that does not need damage procs.

 

Quote

Level 6: Hover

  • (A) Red Fortune - Defense/Endurance
  • (7) Red Fortune - Defense
  • (17) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Endurance

Level 20: Fade

  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
  • (23) Recharge Reduction IO

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (42) Reactive Defenses - Scaling Resist Damage

 

Why is hover slotted for defense but not fade, weave or maneuvers which all give more defense?

 

1x lotg and 2x 53 D-sync shifting maxes out both def and rech on fade.

 

Slots in hover should be reallocated to more impactful powers.

 

You have both +res uniques but your Tough is not slotted for res and you have no APP res shield. Do you want resistance or not? Make up your mind.

 

Quote

Level 14: Mass Hypnosis

  • (A) Call of the Sandman - Chance of Heal Self
  • (15) Fortunata Hypnosis - Chance for Placate

 

Both these procs are wastes of slots.

 

1) You can already heal with twilight grasp.

 

2) IIRC the placate proc is only mag 2. You will placate the enemies more by logging out.

 

Quote

Level 10: Confuse

  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (11) Superior Overpowering Presence - Control Duration/RechargeTime
  • (25) Superior Overpowering Presence - Endurance/RechargeTime
  • (27) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (40) Superior Overpowering Presence - RechargeTime/Energy Font

 

This set is useless for you because you are not pursuing a typed defense build. Sell the Superior Underwhelming Prattle and buy something more useful. Will of the controller may be put here too.

 

Quote

Level 24: Soul Absorption

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (45) Recharge Reduction IO

 

Why is there so much rech in it? This power is permanent with ~256% rech (enhancement +global). Permahaste is already 175ish so you should not need more than 2 +5 common rech's.

 

Drop a slot and +5 the remaining commons with enhancement boosters, or consider adding 2-3 slots to pick up rech bonuses from synapse's shock or power transfer.

 

To add boosted enhancements in mids, right click on the slot, hover over the IO and press + on the numpad.

 

Quote

Level 28: Tar Patch

  • (A) Ice Mistral's Torment - Chance for Cold Damage
  • (29) Impeded Swiftness - Chance of Damage(Smashing)

 

It's so important that I am saying it again: emphasising recharge with 2 +5 rech common's and double stacking tar patches will do more dps than 2 random procs. Procs have a low proc rate in aoe powers.

 

Quote

Level 32: Howling Twilight

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (37) Recharge Reduction IO

 

You only have 4 +10% rech bonuses. If not putting apoc in Mezmerize, adding 2 slots here for 5x absolute amazement (+5 all the pieces with rech) will gain more global recharge while maintaining this power's recharge.

 

Quote

Level 30: Dark Servant

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (36) Lockdown - Chance for +2 Mag Hold
  • (36) Unbreakable Constraint - Chance for Smashing Damage

 

Either 4x cloud senses (same slots, more rech) or 6x cloud senses (more rech and ranged defense). Powers that can accept cloud senses nearly always take it over DWD, it is just a superior set. That's what they get in exchange for needing to make tohit checks.

 

The lockdown proc is useless here and the unbreakable constraint needs to go in dominate.

 

Quote

Level 44: Hasten

  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO

 

  • 3x common rech's are 99.08% rech.
  • 2x +5 common rech's are 95.90% rech.

You can save a slot and put another lotg somewhere which will both make up the missing rech and benefit all powers rather than just this one.

 

I count only 3 lotg's and 4 10% rech bonuses. There is zero reason to not have 5 of both. Fade and Indomitable will can both slot lotg's.

 

Quote

Level 50: Diamagnetic Radial Flawless Interface

 

Degenerative radial has the same effect of reducing AV regen (it gives -maxhp, which reduces how much each regen tick heals) while also being a damage proc. And you already have -regen from HT. Slot the superior incarnate power and put this in the trash where it belongs.

 

Quote

Mind control is one of my favorite sets, so you can imagine background noise of disappointment that follows each attempt to make it viable in the current damage-centric game.

 

Controllers are indeed not favored in the current DPS meta, but that noise of disappointment should be directed at this awful build rather than the AT and powersets.

 

You need more damage procs, and fewer random procs that do very little for you.

 

You need more full set bonuses and strategic use of enhancement boosters to save slots.

 

You need targeted build goals for def and res: whether to get them, how much to get them, and then actually get them. A controller with fade, tough and an APP shield easily hardcaps S/L res. That's an effective build goal that's worth pursuing, not wasting 2 slots on res uniques and then leaving the actual res powers unenhanced.

 

Edited by Zect
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1 hour ago, Zect said:

This would be extremely impressive if true, because to make the -regen permanent you need +500% recharge, well over the hardcap.

 

According to MIDS this has a duration of 90s and I have the recharge down to 49.95 seconds before incarnates. Does the -regen have a different duration than everything else?

 

1 hour ago, Zect said:
Quote

Level 30: Dark Servant

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (36) Lockdown - Chance for +2 Mag Hold
  • (36) Unbreakable Constraint - Chance for Smashing Damage
Expand  

 

Either 4x cloud senses (same slots, more rech) or 6x cloud senses (more rech and ranged defense). Powers that can accept cloud senses nearly always take it over DWD, it is just a superior set. That's what they get in exchange for needing to make tohit checks.

 

The lockdown proc is useless here and the unbreakable constraint needs to go in dominate.

 

Hmm noted. Mainly I wanted the +recharge but CloudSenses carries that as well at a higher %.. If the extra slots do nothing then I can move them to bolster something else.

 

1 hour ago, Zect said:

I count only 3 lotg's and 4 10% rech bonuses. There is zero reason to not have 5 of both. Fade and Indomitable will can both slot lotg's.

 

There were 4 lotgs and I thought I had 5 but I did not, I can make room for a 5th though. So, well spotted.

 

1 hour ago, Zect said:

Degenerative radial has the same effect of reducing AV regen (it gives -maxhp, which reduces how much each regen tick heals) while also being a damage proc. And you already have -regen from HT. Slot the superior incarnate power and put this in the trash where it belongs.

 

So you are saying that this does not stack with Howling Twilight. Then I will probably go Reactive for a couple more points of damage.

 

1 hour ago, Zect said:

Why is hover slotted for defense but not fade, weave or maneuvers which all give more defense?

 

Fade priority is recharge to get it to perma status prior to incarnates. It doesn't matter how much defense it gives if its on cooldown.

1 hour ago, Zect said:
Quote

Level 24: Soul Absorption

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (45) Recharge Reduction IO

 

Why is there so much rech in it? This power is permanent with ~256% rech (enhancement +global).

Because the advantage of this power depends on other factors and you can never have too much of this power but you can find yourself wishing it was available a lot.

1 hour ago, Zect said:
Quote

Level 14: Mass Hypnosis

  • (A) Call of the Sandman - Chance of Heal Self
  • (15) Fortunata Hypnosis - Chance for Placate

 

Both these procs are wastes of slots.

 

1) You can already heal with twilight grasp.

 

2) IIRC the placate proc is only mag 2. You will placate the enemies more by logging out.

Every sleep power (in the game) is inherently useless in the current meta. Its only service is to mule something that can have even the slightest positive impact. The opportunity to add a bit of healing without the eons long animation of twilight grasp or get even a few mobs to throw spears at someone else is fin by me.

 

Mez is the same way. The damage is largely inconsequential. Controllers will never compete for damage. A quick animation that could net a possible heal and drop a few points of damage is fine.

 

1 hour ago, Zect said:
Quote

Level 10: Confuse

  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (11) Superior Overpowering Presence - Control Duration/RechargeTime
  • (25) Superior Overpowering Presence - Endurance/RechargeTime
  • (27) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (40) Superior Overpowering Presence - RechargeTime/Energy Font

Expand  

 

This set is useless for you because you are not pursuing a typed defense build. Sell the Superior Underwhelming Prattle and buy something more useful. Will of the controller may be put here too.

 

Sure do hate to lose those set bonuses. And isn't attaching a damage proc to confuse a bad thing?

 

 

Maybe you can show me what you mean with a build of your own design.

 

 

Edited by luxlorica
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Don't have much time to fully comment, but on that last point, yes, slotting confuse for damage will nullify the no-agro flag, preventing you from using it strategically.

 

I suggest the purple confuse set (even though the proc is much better in Mass Comedy) or 5-slotting it with an ATO set.

 

Also, the whole reason to pair Confuse with Dark is to actually give Mind a pet. I'll try to take a closer look at this later and see how we can squeeze that in.

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7 hours ago, luxlorica said:

According to MIDS this has a duration of 90s and I have the recharge down to 49.95 seconds before incarnates. Does the -regen have a different duration than everything else?

I don't have Mid's handy to see if it has errors, but the only thing in Howling Twilight with a 90 second duration is the debt protection. The -regen, -recharge and -speed have a 30-second duration and the stun and afraid have a 15-second duration.

 

https://cod.uberguy.net/html/power.html?power=controller_buff.darkness_affinity.howling_twilight&at=controller

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Well, I’m no fan of Zect’s attitude. But sometimes you can harvest decent ideas even from unlikable people so it pays to keep a level head and examine whats being said.

 

So, slightly different plan.

 

I don’t have a ton of slots to shift around but Dominate wants more damage, so I gave it a full spread of Apocalypse (for now). Its less damage than a set of procs but I do get the +10% recharge which helps a lot.

 

Confuse gets the Coercive Persuasion set while Mass confusion gets the Superior Will of the Controller set (and is still perma).

 

Tar patch gets two Recharge Reductions bringing it to 24 seconds pre-incarnate, it also keeps the damage procs because I am really quite stubborn that way. But it can double stack easy post-incarnate

 

Total Domination gets the full Unbreakable Restraint set for another +10%

 

Combat Jumping remains the Swiss army knife of helpful effects.

 

Fade gets three defense slots making the defense a little ridiculous.

 

According to Uun the portions of Howling Twilight do indeed have different durations.

 

The only aspect I really care about is the -regen, which seems to be running on a 30 second clock. I have about 48 seconds pre-incarnate that goes down to 40 seconds after full incarnates. So around 10 – 18 seconds downtime for Howling Twilight for suppressing a foe’s regen.

 

That just is what it is. I feel like it would be very hard to get faster than that.

 

This build has more recharge, not quite as much damage as it could have, more defense, and Hasten is perma by 1 second pre-incarnate (which is great).

 

4 +10% sets and 5 Luck of the Gambler +recharge slots with a few misc +% slots as well.

 

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

 

Could I get Apocalypse in Mesmerize and proc out Dominate for damage?

 

Yes, by sacrificing Howling Twilight.

 

I COULD take a slot off of Fade leaving it with barely enough recharge to be mostly Perma (if you pay attention and get quick on the button) and two slots off of Howling Twilight.

 

Those three slots go in Mesmerize, stack a full set of Apocalypse there and drop the appropriate procs into Dominate. Everything else stays mostly the same recharge-wise except for Howling Twilight which goes to 55 seconds pre-incarnate and 46 post, that gives it from 16 – 25 seconds of downtime. That seems like a long time.

 

Is it worth taking Howling Twilight largely out of the equation for regen suppression to get Apocalypse into Mesmerism and Proc out Dominate?

 

What do you think?

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7

https://github.com/LoadedCamel/MidsReborn

 

Click this DataLink to open the build!

 

Zect is a poohead: Level 50 Magic Controller

Primary Power Set: Mind Control

Secondary Power Set: Darkness Affinity

Power Pool: Flight

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Ancillary Pool: Psionic Mastery

 

Hero Profile:

Level 1: Mesmerize

  • (A) Entropic Chaos - Chance of Heal Self
     
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
     
  • (3) Decimation - Chance of Build Up
     

Level 1: Twilight Grasp

  • (A) Preventive Medicine - Heal
     
  • (5) Preventive Medicine - Heal/Endurance
     
  • (5) Preventive Medicine - Endurance/RechargeTime
     
  • (7) Preventive Medicine - Heal/RechargeTime
     
  • (7) Preventive Medicine - Heal/RechargeTime/Endurance
     
  • (9) Preventive Medicine - Chance for +Absorb
     

Level 2: Dominate

  • (A) Apocalypse - Damage
     
  • (13) Apocalypse - Damage/Recharge
     
  • (13) Apocalypse - Damage/Recharge/Accuracy
     
  • (15) Apocalypse - Recharge/Accuracy
     
  • (15) Apocalypse - Damage/Endurance
     
  • (17) Apocalypse - Chance of Damage(Negative)
     

Level 4: Fly

  • (A) Winter's Gift - Slow Resistance (20%)
     

Level 6: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     
  • (17) Reactive Defenses - Scaling Resist Damage
     
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)
     

Level 8: Confuse

  • (A) Coercive Persuasion - Confused
     
  • (19) Coercive Persuasion - Confused/Recharge
     
  • (21) Coercive Persuasion - Confused/Recharge/Accuracy
     
  • (21) Coercive Persuasion - Recharge/Accuracy
     
  • (23) Coercive Persuasion - Confused/Endurance
     
  • (23) Coercive Persuasion - Contagious Confusion
     

Level 10: Mass Hypnosis

  • (A) Call of the Sandman - Chance of Heal Self
     
  • (25) Fortunata Hypnosis - Chance for Placate
     

Level 12: Darkest Night

  • (A) Dark Watcher's Despair - To Hit Debuff
     
  • (25) Dark Watcher's Despair - To Hit Debuff/Recharge
     
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
     
  • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
     

Level 14: Tar Patch

  • (A) Ice Mistral's Torment - Chance for Cold Damage
     
  • (29) Impeded Swiftness - Chance of Damage(Smashing)
     
  • (37) Recharge Reduction IO
     
  • (50) Recharge Reduction IO
     

Level 16: Shadow Fall

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     
  • (29) Red Fortune - Defense/Endurance
     
  • (31) Red Fortune - Defense
     

Level 18: Total Domination

  • (A) Unbreakable Constraint - Hold
     
  • (31) Unbreakable Constraint - Hold/Recharge
     
  • (31) Unbreakable Constraint - Hold/Recharge/Accuracy
     
  • (33) Unbreakable Constraint - Recharge/Accuracy
     
  • (33) Unbreakable Constraint - Hold/Endurance
     
  • (33) Unbreakable Constraint - Chance for Smashing Damage
     

Level 20: Fade

  • (A) Recharge Reduction IO
     
  • (34) Recharge Reduction IO
     
  • (34) Recharge Reduction IO
     
  • (48) Red Fortune - Defense/Endurance
     
  • (50) Red Fortune - Defense
     
  • (50) Red Fortune - Defense/Recharge
     

Level 22: Terrify

  • (A) Ragnarok - Damage
     
  • (34) Ragnarok - Damage/Recharge
     
  • (36) Ragnarok - Damage/Recharge/Accuracy
     
  • (36) Ragnarok - Recharge/Accuracy
     
  • (36) Ragnarok - Damage/Endurance
     
  • (37) Ragnarok - Chance for Knockdown
     

Level 24: Soul Absorption

  • (A) Recharge Reduction IO
     
  • (37) Recharge Reduction IO
     

Level 26: Mass Confusion

  • (A) Superior Will of the Controller - Accuracy/Control Duration
     
  • (39) Superior Will of the Controller - Control Duration/Recharge
     
  • (39) Superior Will of the Controller - Endurance/Recharge
     
  • (39) Superior Will of the Controller - Accuracy/Control Duration/Endurance
     
  • (40) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
     
  • (40) Superior Will of the Controller - Recharge/Chance for Psionic Damage
     

Level 28: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     
  • (40) Kismet - Accuracy +6%
     
  • (42) Unbounded Leap - +Stealth
     

Level 30: Dark Servant

  • (A) Cloud Senses - ToHit Debuff
     
  • (42) Cloud Senses - Accuracy/ToHitDebuff
     
  • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge
     
  • (43) Cloud Senses - Accuracy/Endurance/Recharge
     

Level 32: Howling Twilight

  • (A) Recharge Reduction IO
     
  • (43) Recharge Reduction IO
     
  • (43) Recharge Reduction IO
     

Level 35: Kick

  • (A) Force Feedback - Chance for +Recharge
     

Level 38: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
     
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
     
  • (45) Unbreakable Guard - +Max HP
     

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     
  • (45) Red Fortune - Defense/Endurance
     
  • (46) Red Fortune - Defense
     

Level 44: Hasten

  • (A) Recharge Reduction IO
     
  • (46) Recharge Reduction IO
     
  • (46) Recharge Reduction IO
     

Level 47: Indomitable Will

  • (A) Recharge Reduction IO
     
  • (48) Recharge Reduction IO
     
  • (48) Recharge Reduction IO
     

Level 49: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     

Level 1: Brawl

  • (A) Empty
     

Level 1: Containment

Level 1: Sprint

  • (A) Empty
     

Level 2: Rest

  • (A) Empty
     

Level 1: Swift

  • (A) Empty
     

Level 1: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery
     
  • (9) Miracle - +Recovery
     
  • (11) Panacea - +Hit Points/Endurance
     

Level 1: Hurdle

  • (A) Empty
     

Level 1: Stamina

  • (A) Performance Shifter - Chance for +End
     
  • (11) Power Transfer - Chance to Heal Self
     

Level 4: Afterburner

Level 50: Nerve Radial Paragon

Level 50: Ageless Core Epiphany

Level 50: Control Core Embodiment

Level 50: Reactive Radial Flawless Interface

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

 

 

 

 

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		|-------------------------------------------------------------------|

 

 

Edited by luxlorica
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I would do something like this.

 

2 seconds off Perma Hasten. Perma Fade. Perma Soul Absorption.

Soft capped to all positional Def

Capped S/L res and good res to all others

 

 

https://www.midsreborn.com/builds/download.php?uc=1617&c=699&a=1398&f=HEX&dc=78DA7594594F135114C7FFD3995ABAB108A52094962A82B416EAF2E683CAE2469326263EA9D8408B136BDBB43591CFE183DF401113F5C1B0BCFAAC89262EAFEEC10525717FAAA773E6E005C34D66E677EF59EE3967CEBDA9ABA3BE470F270E436B1EC9672A95C99162A15A2EE6F3D9B233959931A7501F2E7AC2FF24A2944899856999F42AF2A35772B9C468A67CA9902597477239B3605667E14D17C9683C6FCE5CACFA2C9EC8664A6661C6CF82FA3ACD3CD6EC74299B9D6E1B2B99538974C52C16CCA9C954A652CD96673B289A083D731ABD34C8A811CE1940D2C020E6195E0637AA388115DD9238F041E02383814F029F19B66195E115B9D11437E432064B324FABBABA818E43F4357432B6A1014987A5DB8038BBF3E0B266C30916BDA60D9C8A1BDD890596ECC5A2C0124312CB0CB7C9C0A5EEEDC25996F8704EE03C432326052E88BF0CC31BDADBAD96D12DC92505DCD4005E357F2F029C8197247E28123F6A34F0969C36A9B1358945339A05DA18B66358E000431BF633DCA14F8BE2C668C12847BD1B6302E30CFD3826709CE11D05D1AA5AB7C2231B78193AE06388C32FD0C8D04EA905D47F129014DAF14DB7E114C32EC94523A3A05A8F20D7E32E893BD5503A719F5B740796051618BAB128B0C4F09E5C7669EB8D5C7376A19B37EE4548A04720CCB01311816B5C0F9D820BA94184F09D557AF043E0B7C02F8608F6D9C782ACC38AB5232CF588E020B7FA3A444937AAF654945BC94DC1D8B04239F5A9E5EDC3530A3354FF7FCF1806F19C218E170CF7C86040CD60003738BA3DB8293027704B97DB80E1317D626A1BC72498272449A87E13529921A9CC10FE08D8954922A859513D180486D59F3E2C95E936A08E5AFDA9B74368D37A6D620BC5B4A1DE5FD6CD63ADAF7A365E6CA2FF75D33A95ED244DFBEB9D7E46B30F4C2FC7FF650B1F6BFFFBF869D86D7EDD61C31AAFD011D870FE6B7F01DA9ED988

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No real input other than to suggest that 2 +5 rech IOs is close enough to 3 rech IO's that it probably isn't worth the extra slot in most cases, freeing up quite a few slots in your original build.

 

Also, with regard to dark servant it is (perhaps) important to understand how it works. When you slot a tohit debuff set IO it only impacts the powers that have tohit debuffs. Same for a hold set IO. It also has to hit things for most of its powers to do anything. 

 

I see nerve radial to help with acc, I went  vigor radial on my ill/dark as it has an impact on more of your key powers, at least for me.

3 +5 def/rech IO's in fade is nice.

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After looking at your build... yeah, you have great def and +haste, but a lot of your other powers are straight up neutered to get there.

 

I would say, instead of just picking and choosing in mids, roll the character and just play with SOs/basic IOs. Find where the weaknesses lie, what powers you use, and more importantly, which powers you DON'T use (I always forget to hit Dark Consumption because I'm doing something else, so I tend to stop taking it), and then build around that. 

 

Like, what's your attack chain? Mesmerize is way under slotted, you skipped levitate, and dominate isn't slotted for damage. No wonder you're underwhelmed, you can't kill, er, arrest anything that way!

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So after staring at it for while I found a way to move some slots around and implement some suggested changes.

 

Everyone seems to agree that the placate proc is useless to I tossed it, took a slot from fade (its still perma) and from total domination (keeping its +10% global recharge) and filled out Mesmerize with Apocalypse and that let me proc out Dominate.

 

Howling Twilight is still as lean as I can get it, so I can still contribute to big big boy fights where the rest of my kit is inconsequential.

 

In actuality I do play this. I am playing it right now and I will change up the order of the powers (in so much as I can) to respond to needs level by level.

 

I have played many versions and incarnations of these sets though, so I have a good idea of what I will never use and what I will rely upon. Not everyone agrees with my assessments but they are mine all the same.

 

I am not a fan of levitate for reasons that perhaps don’t make sense on a mechanical level. I am overly fond of flight and hover. There are quirks, no doubt. But I am not just choosing randomly. I am drawing on previous attempts and trying to bolster up those spots where it was weak before or where I was sure I could do better.

 

I would say that I am underwhelmed because controllers are funneled into storm to pretend to compete for damage. And they feel the need to compete for damage because mob control becomes increasingly a fond memory toward the higher levels meaning that controllers become the fog machines at the party, pumping out debuffs that hard mobs barely even notice.

 

Isn't there already a post on the controller’s liability status in hard mode?

 

Mind Control in particular seems to be the unfixable grandsire left to pasture while Plant Control has become the best mind control around.

 

That all seems like a separate conversation. I know that I am bringing a lame horse to the race but I do want to do as much with it as I can.

 

So this the tightest version yet

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Zect is a poohead: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Darkness Affinity
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Damage/Recharge
  • (13) Apocalypse - Damage/Recharge/Accuracy
  • (34) Apocalypse - Recharge/Accuracy
  • (37) Apocalypse - Damage/Endurance
  • (43) Apocalypse - Chance of Damage(Negative)

Level 1: Twilight Grasp

  • (A) Preventive Medicine - Heal
  • (5) Preventive Medicine - Heal/Endurance
  • (5) Preventive Medicine - Endurance/RechargeTime
  • (7) Preventive Medicine - Heal/RechargeTime
  • (31) Preventive Medicine - Heal/RechargeTime/Endurance
  • (37) Preventive Medicine - Chance for +Absorb

Level 2: Dominate

  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (3) Neuronic Shutdown - Chance of Damage(Psionic)
  • (15) Gladiator's Net - Chance of Damage(Lethal)
  • (25) Gladiator's Javelin - Chance of Damage(Toxic)
  • (29) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (40) Unbreakable Constraint - Chance for Smashing Damage

Level 4: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 6: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Reactive Defenses - Scaling Resist Damage
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 8: Confuse

  • (A) Coercive Persuasion  - Confused
  • (9) Coercive Persuasion  - Confused/Recharge
  • (11) Coercive Persuasion  - Confused/Recharge/Accuracy
  • (34) Coercive Persuasion  - Recharge/Accuracy
  • (43) Coercive Persuasion  - Confused/Endurance
  • (48) Coercive Persuasion  - Contagious Confusion

Level 10: Hasten

  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
  • (46) Recharge Reduction IO

Level 12: Darkest Night

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (39) Dark Watcher's Despair - To Hit Debuff/Endurance

Level 14: Tar Patch

  • (A) Ice Mistral's Torment - Chance for Cold Damage
  • (15) Impeded Swiftness - Chance of Damage(Smashing)
  • (17) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 16: Shadow Fall

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Red Fortune - Defense/Endurance
  • (31) Red Fortune - Defense

Level 18: Total Domination

  • (A) Unbreakable Constraint - Hold
  • (19) Unbreakable Constraint - Hold/Recharge
  • (33) Unbreakable Constraint - Hold/Recharge/Accuracy
  • (33) Unbreakable Constraint - Recharge/Accuracy
  • (45) Unbreakable Constraint - Hold/Endurance

Level 20: Fade

  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
  • (23) Red Fortune - Defense/Endurance
  • (50) Red Fortune - Defense
  • (50) Red Fortune - Defense/Recharge

Level 22: Terrify

  • (A) Ragnarok - Damage
  • (23) Ragnarok - Damage/Recharge
  • (36) Ragnarok - Damage/Recharge/Accuracy
  • (36) Ragnarok - Recharge/Accuracy
  • (48) Ragnarok - Damage/Endurance
  • (37) Ragnarok - Chance for Knockdown

Level 24: Soul Absorption

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 26: Mass Confusion

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (27) Superior Will of the Controller - Control Duration/Recharge
  • (39) Superior Will of the Controller - Endurance/Recharge
  • (39) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (40) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (40) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 28: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (29) Kismet - Accuracy +6%
  • (42) Unbounded Leap - +Stealth

Level 30: Dark Servant

  • (A) Cloud Senses - ToHit Debuff
  • (31) Cloud Senses - Accuracy/ToHitDebuff
  • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (43) Cloud Senses - Accuracy/Endurance/Recharge

Level 32: Howling Twilight

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (34) Recharge Reduction IO

Level 35: Indomitable Will

  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 38: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 41: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (42) Gladiator's Armor - TP Protection +3% Def (All)
  • (45) Unbreakable Guard - +Max HP

Level 44: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense

Level 47: Mass Hypnosis

  • (A) Call of the Sandman - Chance of Heal Self

Level 49: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Containment


Level 1: Sprint

 

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		|-------------------------------------------------------------------|
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (9) Miracle - +Recovery
  • (46) Panacea - +Hit Points/Endurance
Level 1: Hurdle
  • (A) Empty
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (11) Power Transfer - Chance to Heal Self
Level 4: Afterburner

Level 50: Nerve Radial Paragon
Level 50: Ageless Core Epiphany
Level 50: Control Core Embodiment
Level 50: Reactive Radial Flawless Interface
------------

 

Edited by luxlorica
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I would swap out CJ for Maneuvers, and put a stealth proc in Sprint. Manuvers has higher +Def, which your pet and team also benefit from, plus you save a slot to put elsewhere. If you're gonna be hovering anyway, CJ is mostly superfluous.

 

Though yeah, CJ gives immob resistance and is cheaper on the blue bar. But honestly, if you're def caped, immob powers won't be hitting you anyway. And Break Frees exist.

 

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I feel your pain.  During Live, my Mind/Kintroller never felt like a seventh wheel, or wanted *only* for his secondary.

Admittedly, I never went deep on Incarnates / Trials in Live, and having totally tricked out builds felt like a very rare thing then. 

 

I can't say it's all bad for every one of my characters, but.... I do miss the bygone days of yore, sometimes.

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I'll comment in more depth another time, juggling things at the moment, and almost buried in a new Fire/Dark alt that's a blast so far. 
BUT I'm taking today and all next week off, and I plan to be posting more. 🙂

I have played a LOT of Mind/ builds (Arg was Mind/Kin way back in I-2). |
Also played a lot of /Dark including my Original Dark/Dark (Shadow Fallen) nearly final build of Symph/Dark (Killashandra Ree) and newborn Fire/Dark (Lord of the Ravens) so I very much 
understand a lot of Luxlorica's POV.

Perma Mass Confusion is worthwhile all by itself. 🙂

 

Howling Twilight is an amazing power. I grok your point in optimizing for -Regen uptime, makes sense and just a great example of how much of a Swiss Army knife Howling Twilight is!
 

I use it in a different role as a mininuke that fits in my opening attack chain on Killashandra Ree:
 

Corner pull spawn into Tar Pit using a -ToHit focused Darkest Night. 

AOE Sleep cone once grouped up.

Soul Absorption

Soul Drain (from Soul Mastery)

Howling Twilight full of damage Procs but no slotted recharge, so the procs go off VERY reliably. It's Autohit and does a surprising amount of damage:

[/list]Level 44: Howling Twilight

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (46) Javelin Volley - Chance of Damage(Lethal)
  • (48) Bombardment - Chance for Fire Damage
  • (48) Ice Mistral's Torment - Chance for Cold Damage
  • (48) Bombardment - Accuracy/Damage/Recharge/Endurance
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