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Mind/Time build fine-tuning help


Tenaveran

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Looking for some advice with a Mind/Time build. What I have is pretty decent I think, but I'd love to get closer to soft-cap on defense. I really want to keep Teleport and Leadership for teaming and concept purposes, which is why I don't have Tough/Weave. Perma-hasten, or close to it, so that I can minimize Chrono Shift downtime, and I hate sucking air, so I want to keep the recovery up as much as possible as well. Primal Forces so that I can Power Boost Foresight to aid in defense-capping.

 

Any thoughts on improving this?

 

Agent John Parker - Hero Controller
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Mind Control
  • Secondary powerset: Time Manipulation
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Teleportation
  • Epic powerset: Primal Forces Mastery

──────────────────────────────

Powers taken:

Level 1: Levitate

  • A: Apocalypse: Damage
  • 3: Apocalypse: Damage/Recharge
  • 3: Apocalypse: Damage/Recharge/Accuracy
  • 5: Apocalypse: Recharge/Accuracy
  • 5: Apocalypse: Chance of Damage(Negative)
  • 19: Decimation: Chance of Build Up

Level 1: Temporal Mending

  • A: Preventive Medicine: Heal
  • 7: Preventive Medicine: Heal/Endurance
  • 11: Preventive Medicine: Endurance/RechargeTime
  • 17: Preventive Medicine: Heal/RechargeTime
  • 17: Preventive Medicine: Heal/RechargeTime/Endurance
  • 48: Preventive Medicine: Chance for +Absorb

Level 2: Dominate

  • A: Thunderstrike: Accuracy/Damage
  • 7: Thunderstrike: Damage/Endurance
  • 9: Thunderstrike: Accuracy/Damage/Recharge
  • 9: Thunderstrike: Damage/Recharge
  • 11: Thunderstrike: Accuracy/Damage/Endurance
  • 27: Ghost Widow's Embrace: Chance of Damage(Psionic)

Level 4: Mesmerize

  • A: Thunderstrike: Accuracy/Damage
  • 13: Thunderstrike: Damage/Endurance
  • 13: Thunderstrike: Accuracy/Damage/Recharge
  • 15: Thunderstrike: Accuracy/Damage/Endurance
  • 15: Thunderstrike: Damage/Recharge
  • 33: Devastation: Chance of Hold

Level 6: Fly

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

Level 8: Time's Juncture

  • A: Dark Watcher's Despair: To Hit Debuff
  • 19: Dark Watcher's Despair: To Hit Debuff/Endurance
  • 43: Dark Watcher's Despair: To Hit Debuff/Recharge
  • 45: Dark Watcher's Despair: Chance for Recharge Slow

Level 10: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 12: Confuse

  • A: Coercive Persuasion : Confused
  • 21: Coercive Persuasion : Confused/Recharge
  • 21: Coercive Persuasion : Confused/Recharge/Accuracy
  • 23: Coercive Persuasion : Recharge/Accuracy
  • 23: Coercive Persuasion : Confused/Endurance
  • 39: Coercive Persuasion : Contagious Confusion

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 27: Invention: Recharge Reduction

Level 16: Distortion Field

  • A: Ice Mistral's Torment: Chance for Cold Damage
  • 45: Neuronic Shutdown: Chance of Damage(Psionic)
  • 46: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 46: Gladiator's Net: Chance of Damage(Lethal)
  • 48: Unbreakable Constraint: Chance for Smashing Damage
  • 48: Impeded Swiftness: Chance of Damage(Smashing)

Level 18: Total Domination

  • A: Superior Entomb: Accuracy/Hold
  • 29: Superior Entomb: Hold/Recharge
  • 29: Superior Entomb: Accuracy/Hold/Endurance
  • 31: Superior Entomb: Accuracy/Hold/Endurance/Recharge
  • 31: Superior Entomb: Recharge/Chance for +Absorb
  • 31: Lockdown: Chance for +2 Mag Hold

Level 20: Mass Hypnosis

  • A: Superior Overpowering Presence: Accuracy/Control Duration
  • 34: Superior Overpowering Presence: Control Duration/RechargeTime
  • 36: Superior Overpowering Presence: Endurance/RechargeTime
  • 36: Superior Overpowering Presence: Accuracy/Control Duration/Endurance
  • 36: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime
  • 39: Superior Overpowering Presence: RechargeTime/Energy Font

Level 22: Terrify

  • A: Ragnarok: Damage/Recharge
  • 25: Ragnarok: Damage/Recharge/Accuracy
  • 37: Ragnarok: Recharge/Accuracy
  • 37: Ragnarok: Damage/Endurance
  • 37: Ragnarok: Chance for Knockdown

Level 24: Farsight

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 25: Reactive Defenses: Scaling Resist Damage
  • 43: Reactive Defenses: Defense
  • 50: Reactive Defenses: Defense/RechargeTime

Level 26: Mass Confusion

  • A: Superior Will of the Controller: Accuracy/Control Duration
  • 40: Superior Will of the Controller: Control Duration/Recharge
  • 40: Superior Will of the Controller: Endurance/Recharge
  • 42: Superior Will of the Controller: Accuracy/Control Duration/Endurance
  • 42: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge
  • 50: Superior Will of the Controller: Recharge/Chance for Psionic Damage

Level 28: Slowed Response

  • A: Achilles' Heel: Chance for Res Debuff
  • 34: Touch of Lady Grey: Chance for Negative Damage
  • 34: Shield Breaker: Chance for Lethal Damage

Level 30: Chrono Shift

  • A: Efficacy Adaptor: EndMod
  • 33: Efficacy Adaptor: EndMod/Recharge
  • 33: Performance Shifter: EndMod/Accuracy/Recharge
  • 39: Efficacy Adaptor: EndMod/Endurance
  • 45: Efficacy Adaptor: Accuracy/Recharge
  • 46: Performance Shifter: EndMod/Recharge

Level 32: Temporal Selection

  • A: Invention: Healing

Level 35: Conserve Power

  • A: Invention: Recharge Reduction

Level 38: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 41: Temp Invulnerability

  • A: Steadfast Protection: Resistance/Endurance
  • 42: Steadfast Protection: Resistance/+Def 3%

Level 44: Power Boost

  • A: Invention: Recharge Reduction

Level 47: Teleport Target

  • A: Invention: Range

Level 49: Telekinesis

  • A: Invention: Endurance Reduction


──────────────────────────────

Inherents:

Level 1: Containment


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • (Empty)

Level 2: Swift

  • A: Invention: Flight Speed

Level 2: Hurdle

  • A: Invention: Jumping

Level 2: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 50: Miracle: +Recovery

Level 2: Stamina

  • A: Invention: Endurance Modification
  • 40: Performance Shifter: EndMod
  • 43: Performance Shifter: Chance for +End

Level 6: Afterburner


Level 1: Prestige Power Surge

  • (Empty)

Level 1: Prestige Power Dash

  • (Empty)

Level 1: Prestige Power Quick

  • (Empty)

Level 1: Prestige Power Rush

  • (Empty)

Level 1: Prestige Power Slide

  • (Empty)

Level 4: Ninja Run

──────────────────────────────
Incarnates:

Void Core Final JudgementIntuition Radial ParagonReactive Radial Flawless InterfaceWarworks Core Superior AllyControl Core EmbodimentClarion Core Epiphany

 

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  • 3 weeks later

So this is a couple weeks late, so, sorry about that!

 

The only thing that really stands out to me is the chance for damage proc in Mass Comedy. The confuse powers in Mind Control don't cause agro, but procs going off DO. So if the boss(es) in the crowd don't get confused, you're gonna take some return fire, all just for a little bit of extra damage.

 

Similair issue with the energy font proc in Mass Hypnosis. You put all the baddies to sleep, but the font is liable to start waking them up.

 

I mean if you're just chasing set bonuses, then fine. But ideally, if you're gonna dedicate 6 slots to a power, you should be able to use it to its full effect; procs should make the power better, not work against it.

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