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 Thursday at 03:44 PM Posted Thursday 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 Thursday at 05:22 PM Posted Thursday 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 20 hours ago Posted 20 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 19 hours ago Posted 19 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 19 hours ago Author Posted 19 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. Lovage - Hero Controller Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Mind ControlSecondary powerset: Sonic ResonancePool powerset (#1): FlightPool powerset (#2): Force of WillPool powerset (#3): LeadershipPool powerset (#4): FightingEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Mesmerize A: Apocalypse: Damage/Recharge/Accuracy3: Apocalypse: Recharge/Accuracy3: Apocalypse: Damage/Recharge5: Apocalypse: Damage/Endurance5: Apocalypse: Chance of Damage(Negative)7: Call of the Sandman: Chance of Heal Self Level 1: Sonic Barrier A: Reactive Armor: Resistance/Endurance13: Reactive Armor: Resistance/Endurance/Recharge13: Reactive Armor: Resistance15: Reactive Armor: Resistance/Recharge Level 2: Dominate A: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold7: Basilisk's Gaze: Accuracy/Hold9: Basilisk's Gaze: Recharge/Hold9: Basilisk's Gaze: Endurance/Recharge/Hold11: Peroxisome Exposure11: Apocalypse: Damage Level 4: Sonic Haven A: Reactive Armor: Resistance/Endurance15: Reactive Armor: Resistance/Endurance/Recharge17: Reactive Armor: Resistance17: Reactive Armor: Resistance/Recharge Level 6: Hover A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance19: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range19: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Kismet: Accuracy +6% Level 8: Mass Hypnosis A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime21: Superior Overpowering Presence: Accuracy/Control Duration/Endurance21: Superior Overpowering Presence: Accuracy/Control Duration23: Superior Overpowering Presence: Control Duration/RechargeTime23: Superior Overpowering Presence: Endurance/RechargeTime25: Superior Overpowering Presence: RechargeTime/Energy Font Level 10: Project Will A: Invention: Accuracy Level 12: Mighty Leap A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range25: Blessing of the Zephyr: Knockback Reduction (4 points) Level 14: Wall of Force A: Artillery: Accuracy/Recharge/Range27: Artillery: Accuracy/Damage/Recharge27: Artillery: Accuracy/Damage29: Artillery: Damage/Endurance29: Artillery: Damage/Recharge31: Artillery: Endurance/Recharge/Range Level 16: Fly A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range31: Blessing of the Zephyr: Knockback Reduction (4 points) Level 18: Total Domination A: Unbreakable Constraint: Hold/Recharge/Accuracy31: Unbreakable Constraint: Recharge/Accuracy33: Unbreakable Constraint: Hold/Recharge33: Unbreakable Constraint: Hold/Endurance33: Unbreakable Constraint: Chance for Smashing Damage Level 20: Sonic Dispersion A: Reactive Armor: Resistance/Endurance34: Reactive Armor: Resistance/Endurance/Recharge34: Reactive Armor: Resistance36: Reactive Armor: Endurance36: Steadfast Protection: Resistance/+Def 3%36: Gladiator's Armor: TP Protection +3% Def (All) Level 22: Terrify A: Ragnarok: Damage/Recharge/Accuracy37: Ragnarok: Recharge/Accuracy37: Ragnarok: Damage/Recharge37: Ragnarok: Damage/Endurance39: Ragnarok: Chance for Knockdown39: Invention: Endurance Reduction Level 24: Evasive Maneuvers A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance39: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range43: Hypersonic: Endurance43: Hypersonic: Endurance/Flying43: Hypersonic: Flying / Increased Fly Protection45: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 26: Mass Confusion A: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge40: Superior Will of the Controller: Accuracy/Control Duration/Endurance40: Superior Will of the Controller: Accuracy/Control Duration40: Superior Will of the Controller: Control Duration/Recharge42: Superior Will of the Controller: Endurance/Recharge42: Superior Will of the Controller: Recharge/Chance for Psionic Damage Level 28: Disruption Field A: Invention: Endurance Reduction42: Invention: Endurance Reduction Level 30: Liquefy A: Artillery: Accuracy/Recharge/Range45: Artillery: Accuracy/Damage/Recharge45: Artillery: Accuracy/Damage46: Artillery: Damage/Endurance46: Artillery: Damage/Recharge46: Artillery: Endurance/Recharge/Range Level 32: Unleash Potential 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/Endurance48: Reactive Armor: Resistance/Endurance/Recharge48: Reactive Armor: Resistance48: Reactive Armor: Resistance/Recharge Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 44: Power Boost A: Invention: Recharge Reduction50: Invention: Recharge Reduction Level 47: Tactics A: Rectified Reticle: Increased Perception Level 49: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Brawl A: Invention: Accuracy Level 1: Containment Level 1: Sprint A: Invention: Run Speed Level 2: Rest A: Invention: Healing Level 1: Swift A: Invention: Flight Speed Level 1: Health A: Miracle: +Recovery50: Numina's Convalesence: +Regeneration/+Recovery Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Invention: Endurance Modification50: Invention: Endurance Modification Level 12: Takeoff Level 16: Afterburner Edited 13 hours ago by SableShrike
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