Heatstroke Posted Sunday at 03:05 PM Posted Sunday at 03:05 PM I have a Fire/Psi dom that I kinda dont like. But I havd a nice origin story so I thought why not flip it to Mind/Fire.. but Ive never played Mind before.. What are the core must have powers. Telekinesis seems like its a hard power to use.. so is it skippable. Im probably going to play at range mostly.. and honesty not having a pet seems like a good idea for me.. Any advice would be appreciated.. Thank You
Erratic1 Posted Sunday at 03:10 PM Posted Sunday at 03:10 PM Were you just on Exelsior contemplating this? In any event, I have a Mind/Energy Dom. I would not skip Telekinesis. It is too wonderfully useful for squeezing a group of foes together into a nice ball your team can AoE down.
Heatstroke Posted Sunday at 03:13 PM Author Posted Sunday at 03:13 PM No i wasnt.. although I do play on Excelsior.... LOL
EnjoyTheJourney Posted Sunday at 06:56 PM Posted Sunday at 06:56 PM Below is a candidate build that aims to put the AOE controls of mind to good use and to have reasonably good damage. Fire mastery was selected because it seems both thematic and effective for a mind / fire dom, given how embrace of fire will boost fireball. Having 3 good AOEs should give an effective AOE cycle and single target damage should be reasonable. You can put more emphasis on ranged defense by reconfiguring some sets, if you'd like. But, having unleash potential available does help to make incoming damage spikes easier to weather already. And, being at range tends to make you less of a target anyways. Good luck with your mind / fire dom, however you decide to move forward. Dominator (Mind Control - Fiery Assault - Fire Mastery).mbd
MoonSheep Posted Monday at 07:23 AM Posted Monday at 07:23 AM i’ll post some thoughts and build when home which will hopefully be useful. i’ve mained a mind/fire on HC for the last 6 years and for 2-3 on live before shutdown, it’s a fantastic combo if played to its strengths If you're not dying you're not living
Heatstroke Posted Monday at 11:28 AM Author Posted Monday at 11:28 AM 4 hours ago, MoonSheep said: i’ll post some thoughts and build when home which will hopefully be useful. i’ve mained a mind/fire on HC for the last 6 years and for 2-3 on live before shutdown, it’s a fantastic combo if played to its strengths Appreciate it.. Thanks
Uun Posted Monday at 05:12 PM Posted Monday at 05:12 PM Mind Control just received several buffs with the last patch. The big ones are that Mass Confusion and Total Domination now use Adaptive Recharge. This allows you to use these powers much more frequently. The addition of the Deep Sleep mechanic to Mesmerize and Mass Hypnosis is also nice, but not as much of a game changer. Uuniverse
Championess Posted Monday at 06:07 PM Posted Monday at 06:07 PM (edited) 55 minutes ago, Uun said: Mind Control just received several buffs with the last patch. The big ones are that Mass Confusion and Total Domination now use Adaptive Recharge. This allows you to use these powers much more frequently. The addition of the Deep Sleep mechanic to Mesmerize and Mass Hypnosis is also nice, but not as much of a game changer. Yup I think the most impactful things done to Mind control were the TK revamp and Adaptive Recharge on the two aoe hard controls. Deep sleep is a nice addition in general which seems more impactful on other control sets that don't have access to a high amount of aoe control like Mind does. Between the TK/Levitate combo, Terrify, Total Domination and Mass Confusion there's no lack of aoe control to suit your needs. The controls I skip on Mind are the sleeps. Edited Monday at 06:07 PM by Championess
EnjoyTheJourney Posted Monday at 06:15 PM Posted Monday at 06:15 PM (edited) Once you have enough attacks and you don't have a lot of slots left over even if you took more attacks, then how to use any "extra" power picks still available becomes an open question and there isn't always a clearly best answer. It often comes down to what functionality you'd like to boost further, or perhaps a general preference that spans many kinds of builds. I like mass hypnosis for the ability to shut down incoming overaggro, the ability to shut down alpha ahead of using telekinesis to bunch mobs up, and for occasional (aggro-free!) usage on hard targets that have a sleep hole in their mez protection. In the build further up there's just 1 extra slot beyond the base slot for added flexibility to handle mobs up to a fair distance away. So, the cost is not that high for the utility provided. Edited Monday at 06:35 PM by EnjoyTheJourney
Heatstroke Posted Monday at 10:30 PM Author Posted Monday at 10:30 PM 4 hours ago, Championess said: Yup I think the most impactful things done to Mind control were the TK revamp and Adaptive Recharge on the two aoe hard controls. Deep sleep is a nice addition in general which seems more impactful on other control sets that don't have access to a high amount of aoe control like Mind does. Between the TK/Levitate combo, Terrify, Total Domination and Mass Confusion there's no lack of aoe control to suit your needs. The controls I skip on Mind are the sleeps. What were the changes to Telekinesis? All I remember is from live there was very much a love/hate relationship with the power and that it was difficult to use.
Championess Posted Monday at 11:05 PM Posted Monday at 11:05 PM (edited) There's been 3 significant iterations of TK. The earlier one was as a toggle hold/repel that you were able to hold 16 targets instantly and permanently as long as you could manage the endurance drain. When the live devs nerfed it they did so I'd assume to encourage players to use more of Mind's powers. They lowered the target count from 16 to 5 and the repel didn't seem as prevalent. People used to love the power and I gather they hated that now it had become mainly a power to quickly stack mag control onto AVs. The newest iteration is quite nice although it diverges from being a hold. It's back to 16 targets and a repel but also with a pull so it puts enemies into a certain point away from you. Instead of a hold it does an immobilize so they can shoot back but also clumps targets in real close together for a good spike. Then you can also combo Levitate your anchor for some soft control knockup and splash damage to all of those targets with an auto detoggle, or you can leave it run for the full 30s to keep enemies at bay. This newest version has some real nice utility to mix into Mind Control. Edited Monday at 11:08 PM by Championess
Heatstroke Posted yesterday at 01:03 AM Author Posted yesterday at 01:03 AM 1 hour ago, Championess said: There's been 3 significant iterations of TK. The earlier one was as a toggle hold/repel that you were able to hold 16 targets instantly and permanently as long as you could manage the endurance drain. When the live devs nerfed it they did so I'd assume to encourage players to use more of Mind's powers. They lowered the target count from 16 to 5 and the repel didn't seem as prevalent. People used to love the power and I gather they hated that now it had become mainly a power to quickly stack mag control onto AVs. The newest iteration is quite nice although it diverges from being a hold. It's back to 16 targets and a repel but also with a pull so it puts enemies into a certain point away from you. Instead of a hold it does an immobilize so they can shoot back but also clumps targets in real close together for a good spike. Then you can also combo Levitate your anchor for some soft control knockup and splash damage to all of those targets with an auto detoggle, or you can leave it run for the full 30s to keep enemies at bay. This newest version has some real nice utility to mix into Mind Control. Thanks for the explanation
Uun Posted yesterday at 01:58 AM Posted yesterday at 01:58 AM 53 minutes ago, Heatstroke said: Thanks for the explanation The latest TK change was last year (i27p7), not in the most recent patch. Uuniverse
PyroBeetle Posted 18 hours ago Posted 18 hours ago The newest iteration can be quite tasty for a Mind/Fire(Fire) dom because it clusters enemies nicely for your breath of fire (rain of fire) 1
EnjoyTheJourney Posted 17 hours ago Posted 17 hours ago (edited) 28 minutes ago, PyroBeetle said: The newest iteration can be quite tasty for a Mind/Fire(Fire) dom because it clusters enemies nicely for your breath of fire (rain of fire) Telekinesis assistance for breath of fire, which is a fairly narrow cone, can help to at least partially compensate for potentially getting fewer fulcrum shift buffs because of operating at range; bunching up mobs tends to be a really team friendly thing to do as well. Edited 17 hours ago by EnjoyTheJourney
Heatstroke Posted 10 hours ago Author Posted 10 hours ago So from what I can see the skippable powers are the single target confuse and the single target sleep ?
MoonSheep Posted 58 minutes ago Posted 58 minutes ago (edited) Here's some thoughts and a guide to the Mind/Fire powers. I've played mine for around 8-9 years, a combination of HC and Live There's a lot to say about this combination which I'll articulate in bullet point form. Much of this is personal opinion and I almost entirely play in teams, so please do salt to taste! One of the best: Mind/Fire is perhaps the most potent dominator combination in the game and one the most powerful alts across all archetypes. It combines huge mez with massive damage BigBoi damage: Regarding massive damage, it's a fairly single-target-heavy damage dealer. Through my experience I have found it's best to lean in to this rather than trying to make the alt into an AoE specialist and instead focus on mezzing and destroying the harder enemies in a group. Other team members will quickly remove minions and luts Effective from far away: It's almost entirely ranged, this will help with survival, but I don't believe in 'ranged' or 'melee' characters. Buffs are often where the melee characters are, I tend to follow the aggro taker into mobs after the alpha has occured - This allows some helpful applications of Incincerate too Embrace your squishyness: In my view it's not worth building this for defense beyond the mastery shield and the +Def and +Res IOs. A mezzed enemy deals no damage and there's a lot of advantages starting a battle at range. The alt really flourishes when allowed to shine to its potential. Inspirations exist for 'oh no' moments along with the multiple, powerful AoE control powers Use the powers at the right time! Mind/fire is a controller and a blaster. There will be teams and situations where mez is not really needed and instead you'll primarily be a blaster. There will also be times where application of mez powers allows the team to stay alive or make good progress, such as mezzing Paragon Protectors before they pop their T9 powers. Knowing when to use the powers is part of the fun dual-aspect nature of the dominator. Look for the most challenging enemies to mez first, or if they cast buffs or debuffs, confuse them instead and so on Mastery powers: I haven't covered this in the below guide as they're all fairly average since the rework. People like Fire Ball from fire mastery as it has reasonable AoE damage. Sleet in ice mastery used to be the S tier choice but now only casts -22.5% res after changes a few years ago. It's probably still the optimum choice in my view. In my current build I have Mace Mastery. Poisonous Ray procs very reliably, giving a total of -40% res to single targets. A perfect combo as the focus of a mind/fire dom is generally harder, single target enemies Mind Control Levitate, Ranged, Light DMG(Smash), Foe Knock Up ⭐⭐ It's a cool animation and fun to cast on lvl 1's when you're lvl 50, but it's fairly forgettable. The animation time is quite long, the damage isn't overly impressively and the damage type (smashing) is not overly unique Mezmerise, Ranged, Light DMG(Psionic), Foe Deep Sleep ⭐⭐⭐⭐ This is worth taking and slotting as a reasonably effective single target psi ST attack. I find it's useful against enemies like Cylops' on ITFs which pop invul Dominate, Ranged, Light DMG(Psionic), Foe Hold⭐⭐⭐⭐⭐ A fast casting ST hold, very worthwhile to have and one of the core powers of the set Confuse, Ranged, Target Confuse ⭐⭐⭐⭐⭐ The bread and butter of the mind control set. Having a fast recharging hold and a confuse is one of the great benefits of mind control. Even without domination at the low levels, being able to mez several trouble makers without causing aggro is very helpful. At higher levels, the confuse recharges quick enough to confuse AV's even through purple triangles of doom, the crystal titan in the Eden trial can also be perma confused. You'll also experience the game in a whole new way - Finding enemies which give you buffs when confused like rikti guardians and forcefield generators is great fun. This, combined with mass confusion now having dynamic recharge is a winning combo Mass Hypnosis, Ranged (Targeted AoE), Foe Deep Sleep ⭐⭐⭐⭐ Often overlooked, but a useful power. At low levels I use this frequently on Posi TF's to avoid other mobs being aggroed. With the new deep sleep mechanic, it has become even more useful Telekinesis, Toggle: Ranged (Targeted AoE), Foe Immobilize, Trawl⭐⭐⭐ It has been updated and now has a helpful trawl mechanic. It's useful and takes a bit of practice to get right, it's fun to have but isn't a defining power. Fit it into your build just for the fun if you have room Total Domination, Ranged (Targeted AoE), Foe Hold⭐⭐⭐⭐⭐An AoE hold, does exactly what it says on the tin. This, combined with the other AoE mez powers in mind allows you to quickly change the outcome of a tricky situation Terrify, Ranged (Cone), Light DMG(Psionic), Foe Fear ⭐⭐⭐⭐ A reasonably fast recharging, fairly useful terrify power. It's useful when solo, on teams the terror effect gets disrupted a bit Mass Confusion, Ranged (Targeted AoE), Foe Confuse ⭐⭐⭐⭐⭐ One of the most powerful confuse powers in the game. For challenging mobs this is a fantastic opener and creates and instant mosh pit. Now that powers have dynamic recharge, stacking this with the single target confuse makes it a great power Fiery Assault Flares, Ranged, Light DMG(Fire) ⭐ The damage of flared is very insignificant, it's not worth wasting a power choice on it Incinerate, Melee, High DoT(Fire) ⭐⭐⭐⭐ The only melee power in a typical build, but still worth taking. At lower levels it's great to have as a strong attack. At high levels, you'll often be in melee range anyway and it can be a good opener to soften bosses Fire Breath, Close (Cone), Moderate DoT(Fire) ⭐⭐⭐⭐ Mind/Fire as a combination is fairly single target heavy. Fire breath is good to have at the low levels and provides some AoE damage throughout the level range combined with terrify Fire Blast, Ranged, High DMG(Fire) ⭐⭐⭐⭐⭐ The damage is higher than the Blaster version and has a short 1.2s cast time, a staple part of the fire assault attack chain Embrace of fire, Self +DMG ⭐⭐⭐⭐⭐ Like build up, but better! A +85% damage buff to fire damage for 30 seconds (and slightly less for 10 seconds to all other damage types). Embrace of fire is one of the great powers of fire assault. Dominators generally have high amounts of recharge to make use of perma domination, meaning this often has just a 15 second downtime, nice Combustion, PBAoE, Moderate DoT(Fire) ⭐⭐ Combustion's damage is fairly average for a PbAoE, however the 3 second animation time makes it a generally poor choice for such a fast moving primary and secondary. Perhaps useful at the lower levels and has a 17s recharge time making it a good proc candidate, but not a power I've been able to love in the 8 years I've played a mind/fire Consume, PBAoE DMG(Fire), Self +End ⭐⭐⭐ It's fairly useful but has a long recharge time. There are moments where domination is far away from recharging, filling up the endurance bar and consume can fill that gap nicely Blazing Bolt, Sniper, Extreme DMG(Fire) ⭐⭐⭐⭐⭐ Now the intensity is ramping up, this is part 1 of fire assault's incredible 1-2 combo. With quick snipe this casts in around a second and has impressive damage. Blaze, Ranged, Superior DMG(Fire) ⭐⭐⭐⭐⭐ Part 2 of fire assault's 1-2 combo. A hall of fame power for City of Heroes. Another heavy hitting, 1 second cast time attack, slightly less damaging than blazing bolt. Fire Blast, Blazing Bolt and Blaze with embrace of fire active is a near an unbeatable barrage of damage cast over just 3 seconds Build The build is fairly uninspiring in reflection to complex dynamics in other archetypes or combinations. The focus is on: High recharge to achieve perma domination even if hasten isn't clicked. This is a lovely quality of life achievement so that you're not always needing to juggle Hasten and Domination. Having it drop after a mission can be quite frustrating Contagious confusion in the ST confuse power is perhaps one of the few IO choices to view as a mandatory or must-have slotting. It expands the ST nature out into more of an AoE power It has Leadership for no apparent reason. I find veng fits well with a mind/fire dom due to the situations it'll experience - End game, gnarly situations where everything is being overrun. Once someone dies, mashing several AoE mez powers and then veng usually saves the day and makes things fairly calm I went with Intuition Radial Paragon for incarnate Alpha. It's a good blend of damage (+33%) but also some useful added range (+20%). I'll format this in a more glamourous way soon. It has some improvement opportunities too, e.g. a damage proc can be placed in Blazing Bolt and Fire Breath Mind Fire Dominator Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Mind Control Secondary powerset: Fiery Assault Pool powerset (#1): Leaping Pool powerset (#2): Speed Pool powerset (#3): Leadership Pool powerset (#4): Teleportation Epic powerset: Ice Mastery ────────────────────────────── Powers taken: Level 1: Mesmerize A: Decimation: Accuracy/Damage 3: Decimation: Damage/Recharge 3: Decimation: Damage/Endurance 5: Decimation: Accuracy/Endurance/Recharge 5: Decimation: Accuracy/Damage/Recharge Level 1: Incinerate A: Hecatomb: Chance of Damage(Negative) 7: Hecatomb: Damage/Endurance 7: Hecatomb: Damage 9: Hecatomb: Damage/Recharge/Accuracy 9: Hecatomb: Recharge/Accuracy Level 2: Dominate A: Superior Ascendency of the Dominator: Recharge/Chance for +Damage 11: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge 11: Superior Ascendency of the Dominator: Accuracy/Control Duration 13: Superior Ascendency of the Dominator: Control Duration/Recharge 13: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance 50: Unbreakable Constraint: Chance for Smashing Damage Level 4: Super Jump A: Unbounded Leap: +Stealth Level 6: Confuse A: Coercive Persuasion : Contagious Confusion 15: Coercive Persuasion : Confused/Endurance 15: Coercive Persuasion : Confused/Recharge 17: Coercive Persuasion : Confused/Recharge/Accuracy 17: Coercive Persuasion : Recharge/Accuracy Level 8: Fire Breath A: Positron's Blast: Accuracy/Damage 39: Positron's Blast: Damage/Endurance 40: Positron's Blast: Damage/Recharge 40: Positron's Blast: Damage/Range 40: Positron's Blast: Accuracy/Damage/Endurance Level 10: Fire Blast A: Decimation: Accuracy/Damage 37: Decimation: Damage/Endurance 39: Decimation: Damage/Recharge 39: Decimation: Accuracy/Endurance/Recharge 42: Decimation: Accuracy/Damage/Recharge Level 12: Telekinesis A: Invention: Recharge Reduction 50: Invention: Recharge Reduction Level 14: Mass Hypnosis A: Fortunata Hypnosis: Sleep/Recharge 36: Fortunata Hypnosis: Sleep/Recharge/Accuracy 36: Fortunata Hypnosis: Recharge/Accuracy 37: Fortunata Hypnosis: Sleep/Endurance 37: Fortunata Hypnosis: Chance for Placate Level 16: Embrace of Fire A: Invention: Recharge Reduction 50: Invention: Recharge Reduction Level 18: Total Domination A: Basilisk's Gaze: Accuracy/Hold 19: Basilisk's Gaze: Accuracy/Recharge 19: Basilisk's Gaze: Recharge/Hold 21: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold 21: Invention: Recharge Reduction Level 20: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed 46: Kismet: Accuracy +6% Level 22: Terrify A: Glimpse of the Abyss: Accuracy/Recharge 23: Glimpse of the Abyss: Accuracy/Endurance 23: Glimpse of the Abyss: Fear/Range 25: Glimpse of the Abyss: Accuracy/Fear/Recharge 25: Glimpse of the Abyss: Chance of Damage(Psionic) Level 24: Hasten A: Invention: Recharge Reduction 45: Invention: Recharge Reduction Level 26: Mass Confusion A: Malaise's Illusions: Accuracy/Recharge 27: Malaise's Illusions: Endurance/Confused 27: Malaise's Illusions: Accuracy/Endurance 29: Malaise's Illusions: Confused/Range 29: Malaise's Illusions: Accuracy/Confused/Recharge 31: Invention: Recharge Reduction Level 28: Blazing Bolt A: Sting of the Manticore: Accuracy/Damage 31: Sting of the Manticore: Damage/Endurance 31: Sting of the Manticore: Accuracy/Interrupt/Range 33: Sting of the Manticore: Damage/Interrupt/Recharge 46: Sting of the Manticore: Chance of Damage(Toxic) 48: Sting of the Manticore: Damage/Endurance/Recharge Level 30: Blaze A: Apocalypse: Damage 33: Apocalypse: Damage/Recharge 33: Apocalypse: Damage/Recharge/Accuracy 34: Apocalypse: Recharge/Accuracy 34: Apocalypse: Chance of Damage(Negative) 34: Gladiator's Javelin: Chance of Damage(Toxic) Level 32: Consume A: Invention: Accuracy 46: Invention: Recharge Reduction Level 35: Sleet A: Analyze Weakness: Accuracy/Endurance/Recharge 36: Analyze Weakness: Accuracy/Recharge 43: Analyze Weakness: Accuracy/Defense Debuff 45: Analyze Weakness: Defense Debuff/Endurance/Recharge Level 38: Frozen Armor A: Steadfast Protection: Resistance/+Def 3% 43: Gladiator's Armor: TP Protection +3% Def (All) 45: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Luck of the Gambler: Defense/Endurance Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 44: Assault A: Invention: Endurance Reduction Level 47: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Luck of the Gambler: Defense Level 49: Teleport A: Invention: Range ────────────────────────────── Inherents: Level 1: Domination Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery 42: Miracle: +Recovery Level 1: Stamina A: Invention: Endurance Modification 42: Invention: Endurance Modification 43: Performance Shifter: Chance for +End Edited 31 minutes ago by MoonSheep If you're not dying you're not living
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