SableShrike Posted Wednesday at 07:35 AM Posted Wednesday at 07:35 AM 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! 2
PyroBeetle Posted Wednesday at 03:30 PM Posted Wednesday at 03:30 PM 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.
ZeeHero Posted yesterday at 03:44 PM Posted yesterday at 03:44 PM Good, mind control on controllers was unattractive for so long due to awful damage, so glad thats fixed now!
Yomo Kimyata Posted yesterday at 05:22 PM Posted yesterday at 05:22 PM Would you say it's because the sleep is more effective, or because you are able to damage through sleep and the sleep holds? Who run Bartertown?
PyroBeetle Posted 5 hours ago Posted 5 hours ago 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.
Uun Posted 4 hours ago Posted 4 hours ago 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. Uuniverse
SableShrike Posted 4 hours ago Author Posted 4 hours ago (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 4 hours ago by SableShrike
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now