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Posted

So Mind finally feels like a real Controller now.

 

Terrify significantly ramps their damage with it triggering Containment.  The standout for me has been Deep Sleep though.

 

Mesmerize can oneshot Deep Sleep and detoggle most bosses, similar to before but with added safety as you layer Holds or Confuse on them.

 

Mass Hypnosis is really really good now, as it will completely negate the alpha strike.  Leading with it means most Minions and Lts. are defeated by your team before Deep Sleep breaks.  It did significant work for us in Positron yesterday,

 

Mass Hyp is also great in that the Deep Sleep is not broken by Telekinesis now.  My opening salvo is usually to Deep Sleep the group, herd them with Telekinesis, then flop them with Levitate and Terrify.

 

I honestly don’t think there’s a single bad power choice in Mind Control now!

  • Like 2
Posted

The recent patch really seemed to boost mind control, especially with the adaptive recharge. Mass Hypnosis is a every group opener for sure. Mind control is the ultimate City of Statues powerset...thinking of remaking my Mind/Kin from live.

Posted
20 hours ago, Yomo Kimyata said:

Would you say it's because the sleep is more effective, or because you are able to damage through sleep and the sleep holds?

I am not certain that the patch fixes the damage component of Mind Control, but deep sleep does make it an effective tool for setting containment and makes the power usable in a team setting.

 

Telekinesis into Levitate is an interesting AoE, but it still seems like a lot of work compared to playing Pyrotechnics, which rewards it's busy play style with slapping damage.

Posted
21 hours ago, Yomo Kimyata said:

Would you say it's because the sleep is more effective, or because you are able to damage through sleep and the sleep holds?

The change to sleep is nice but not a game changer. Allowing fear to trigger containment is a plus for controllers but does nothing for dominators. The game changer for Mind was changing Mass Confusion and Total Domination to Adaptive Recharge. You now have a 16-target hard control that's up every spawn.

Posted (edited)

The Adaptive Recharge is really good for either AT, for sure.

 

Also, if you don't want to mess with the LeviKinesis combo, you can just get the Force of Will pool for Wall of Force like I did.  Terrify and Wall of Force are pretty hefty AoE damage for a Controller to have.

 

With Containment, which Mind can finally do easily now, you can smack a group for about 110 dpa with Wall of Force at level 50.  Terrify is about 130 dpa with Containment.  Bonus points for Wall of Force, cuz you can get it at level 14.  The Ancillary and Patron powers don't come online until far later.

 

I like the Artillery set in Wall, as it extends it enough to hit your Telekinesis-herded mobs.

 

For the hell of it, here's my current Mind/Sonic Seer build.

 

Hero Controller
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────

  • Primary powerset: Mind Control
  • Secondary powerset: Sonic Resonance
  • Pool powerset (#1): Force of Will
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Concealment
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Mesmerize

  • A: Apocalypse: Damage/Recharge/Accuracy
  • 43: Apocalypse: Recharge/Accuracy
  • 43: Apocalypse: Damage/Recharge
  • 43: Apocalypse: Damage/Endurance
  • 45: Apocalypse: Chance of Damage(Negative)
  • 45: Call of the Sandman: Chance of Heal Self

Level 1: Sonic Barrier

  • A: Reactive Armor: Resistance/Endurance
  • 5: Reactive Armor: Resistance/Endurance/Recharge
  • 5: Reactive Armor: Resistance
  • 7: Reactive Armor: Resistance/Recharge

Level 2: Dominate

  • A: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold
  • 40: Basilisk's Gaze: Accuracy/Hold
  • 40: Basilisk's Gaze: Recharge/Hold
  • 42: Basilisk's Gaze: Endurance/Recharge/Hold
  • 42: Peroxisome Exposure
  • 42: Apocalypse: Damage

Level 4: Project Will

  • A: Thunderstrike: Accuracy/Damage/Endurance

Level 6: Confuse

  • A: Coercive Persuasion : Confused/Recharge/Accuracy
  • 7: Coercive Persuasion : Recharge/Accuracy
  • 48: Coercive Persuasion : Confused/Recharge
  • 48: Coercive Persuasion : Confused/Endurance
  • 50: Coercive Persuasion : Confused
  • 50: Coercive Persuasion : Contagious Confusion

Level 8: Mass Hypnosis

  • A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime
  • 9: Superior Overpowering Presence: Accuracy/Control Duration/Endurance
  • 9: Superior Overpowering Presence: Accuracy/Control Duration
  • 11: Superior Overpowering Presence: Control Duration/RechargeTime
  • 11: Superior Overpowering Presence: Endurance/RechargeTime
  • 37: Superior Overpowering Presence: RechargeTime/Energy Font

Level 10: Mighty Leap

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

Level 12: Telekinesis

  • A: Gravitational Anchor: Immobilize/Recharge/Accuracy
  • 13: Gravitational Anchor: Recharge/Accuracy
  • 13: Gravitational Anchor: Immobilize/Recharge
  • 36: Gravitational Anchor: Immobilize/Endurance
  • 36: Gravitational Anchor: Chance for Hold
  • 37: Invention: Endurance Reduction

Level 14: Wall of Force

  • A: Artillery: Accuracy/Recharge/Range
  • 15: Artillery: Accuracy/Damage/Recharge
  • 15: Artillery: Accuracy/Damage
  • 17: Artillery: Damage/Endurance
  • 19: Artillery: Damage/Recharge
  • 19: Artillery: Endurance/Recharge/Range

Level 16: Disruption Field

  • A: Invention: Endurance Reduction
  • 17: Invention: Endurance Reduction

Level 18: Sonic Haven

  • A: Reactive Armor: Resistance/Endurance
  • 37: Reactive Armor: Resistance/Endurance/Recharge
  • 40: Reactive Armor: Resistance
  • 50: Reactive Armor: Resistance/Recharge

Level 20: Sonic Dispersion

  • A: Reactive Armor: Resistance/Endurance
  • 21: Reactive Armor: Resistance/Endurance/Recharge
  • 21: Reactive Armor: Resistance
  • 34: Reactive Armor: Endurance
  • 34: Steadfast Protection: Resistance/+Def 3%
  • 36: Gladiator's Armor: TP Protection +3% Def (All)

Level 22: Terrify

  • A: Ragnarok: Damage/Recharge/Accuracy
  • 23: Ragnarok: Recharge/Accuracy
  • 23: Ragnarok: Damage/Recharge
  • 25: Ragnarok: Damage/Endurance
  • 25: Ragnarok: Chance for Knockdown
  • 34: Invention: Endurance Reduction

Level 24: Combat Jumping

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

Level 26: Mass Confusion

  • A: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge
  • 27: Superior Will of the Controller: Accuracy/Control Duration/Endurance
  • 27: Superior Will of the Controller: Accuracy/Control Duration
  • 29: Superior Will of the Controller: Control Duration/Recharge
  • 29: Superior Will of the Controller: Endurance/Recharge
  • 33: Superior Will of the Controller: Recharge/Chance for Psionic Damage

Level 28: Unleash Potential

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

Level 30: Liquefy

  • A: Artillery: Accuracy/Recharge/Range
  • 31: Artillery: Accuracy/Damage/Recharge
  • 31: Artillery: Accuracy/Damage
  • 31: Artillery: Damage/Endurance
  • 33: Artillery: Damage/Recharge
  • 33: Artillery: Endurance/Recharge/Range

Level 32: Maneuvers

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

Level 35: Conserve Power

  • A: Invention: Recharge Reduction

Level 38: Temp Invulnerability

  • A: Reactive Armor: Resistance/Endurance
  • 39: Reactive Armor: Resistance/Endurance/Recharge
  • 39: Reactive Armor: Resistance
  • 39: Reactive Armor: Resistance/Recharge

Level 41: Tactics

  • A: Rectified Reticle: Increased Perception

Level 44: Power Boost

  • A: Invention: Recharge Reduction
  • 48: Invention: Recharge Reduction

Level 47: Vengeance

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

Level 49: Grant Invisibility

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


──────────────────────────────

Inherents:

Level 1: Containment


Level 1: Brawl

  • A: Invention: Accuracy

Level 1: Sprint

  • A: Unbounded Leap: +Stealth

Level 2: Rest

  • A: Invention: Healing

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Miracle: +Recovery
  • 3: Numina's Convalesence: +Regeneration/+Recovery
  • 46: Panacea: +Hit Points/Endurance

Level 1: Stamina

  • A: Synapse's Shock: EndMod
  • 3: Synapse's Shock: EndMod/Increased Run Speed
  • 45: Performance Shifter: EndMod
  • 46: Performance Shifter: Chance for +End
  • 46: Power Transfer: Chance to Heal Self

Level 10: Takeoff


 

Edited by SableShrike

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