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Mind/Nature/Primal ... Mind Over Vegetable(s)


Redlynne

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I blame this one primarily on @SmalltalkJava and his Beast/Nature Mastermind research build post.

 

I'll at least accept partial blame for this build owing to the fact that I've got a Gravity/Time Controller build and a Ninja/Time/Mace Mastermind build ... and a Mind/Time Controller build too ... oh and I've got a somewhat iconic Time/Dual Pistols/Soul Defender build as well ... and I'm thinking, y'know, I really ought to play something OTHER THAN Time Manipulation for a change.  I mean, yeah, I can build a Time Manipulation build using my other builds as crib sheets for what to do (and when to do it), but with Mind Control it might not be the best blending of primary and secondary powersets possible.

 

Which is where @SmalltalkJava comes in with his Beast/Nature Mastermind research build post and I'm thinking ... okay, I've never played Nature Affinity before, so what's going on in here that would synergize well with Mind Control?

 

Well, as it turns out ... more than I'd been anticipating.

 

 

 

Back on Virtue, I positively DESPISED Hasten ... mainly because everyone took it ... so wanting to be contrarian different, I refused to take it on any of my characters until I built my first Hunts(wo)man Soldier of Arachnos and pretty much HAD to take Hasten in order to make the build work properly.  Since then, I still actively look for reasons NOT to put Hasten into a build, but sometimes the benefits of doing so are just so high that there's no way around doing it without self-gimping.  Mind/Nature/Primal turns out to be one of those cases ... mainly because (including Hasten) the build has 11 powers with a base recharge time of longer than 40 seconds.  That represents ~45% of the power picks!

  • 1x 40s base recharge = Terrify
  • 1x 45s base recharge = Mass Hypnosis
  • 1x 120s base recharge = Power Boost
  • 1x 180s base recharge = Rebirth
  • 1x 225s base recharge = Wild Growth
  • 3x 240s base recharge = Total Domination, Wild Bastion, Mass Confusion
  • 1x 255s base recharge = Overgrowth
  • 1x 450s base recharge = Hasten
  • 1x 600s base recharge = Conserve Power

So ... bare minimum ... a Mind/Nature Controller build is massively supercharged by Hasten and global recharge bonuses (up to a point).

 

The downside is ... there are remarkably few good places to slot in a Force Feedback proc for yet more recharge boosting.

There's Levitate, of course, but it's a single target attack on a relatively fast recharge, making it somewhat inconsistent for use as a Force Feedback proc producer, particularly when slotted up.

 

However, in order to reach Power Boost in Primal Mastery (more on why that might be a good idea in a little bit), you need to take 2 pre-requisite powers ... and while you can do the One Slot Wonder™ routine of using Conserve Power and Temp Invulnerability if you haven't got the slots to spare ... an alternative would be to pick Conserve Power and either Power Blast (single target ranged knockback) or Energy Torrent (cone knockdown) as a Force Feedback proc mule.  However, of these two choices, only Energy Torrent offers a meaningful AoE method of slotting in a Force Feedback proc in a power that won't scatter everything hither and yon on the battlefield.  It also has a high enough base recharge to offer a decent chance to proc per use of Energy Torrent against 1-3 $Targets if necessary, in addition to being able to slot in an Annihilation proc for additional -Resistance debuffing in addition to the Knockdown AND Force Feedback proc utility, making it a decent soft control power usable against groups that won't annoy a team/league engaged in a herd and burn operation.  The only real downside to this plan is ... it's got to wait until Level 44 at the earliest if you don't want to displace Entangling Aura at Level 35 (and I don't want to displace it until later).  In this build ... because of Reasons™ ... I have to delay picking up Energy Torrent until Level 47, which is really late in the game (but still usable against almost everything in the Shadow Shard, Rikti War Zone and other "fun" endgame locations (such as the Dr. Quaterfield Task Force).

 

In the final analysis, I basically had an option between taking either Levitate OR Energy Torrent, but I couldn't fit them both in AND take 2 Leadership toggles (Assault and Tactics) AND take a movement power (Mystic Flight in this case, for the Blessing of the Zephyr Knockback Protection IO and the ability to Fly+Teleport all in one power pick) AND Hasten AND still have 3 power picks left over to get all the way to Power Boost at Level 49.  Something HAD to give!  In this case, it was Levitate ... simply because Levitate doesn't "play nice" with Telekinesis (more on synergies with that below!) due to the KnockUP in Levitate, and because Levitate is such a poor man't proc location for Force Feedback.  Yes, you can do it, but if you 5 slot an Entropic Chaos along with the Force Feedback proc, you're looking at a proc chance that looks like this:

  • 2 * ((6 / ( 1 + 37.91 / 100 )) + 1.87) / (60) = 20.74% proc chance for Force Feedback in Levitate

 

Now, granted, the proc chance in Energy Torrent isn't that much better ... but it IS better ...

  • 2 * ((24 / ( 1 + 0 / 100 )) + 1.07) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 45 + 540) / 30,000))) = 41.06% proc chance for Force Feedback in Energy Torrent per $Target hit

 

Since Energy Torrent is a 45º Cone with a 40ft base radius/range on it (that I've frankenslotted up to 58.16ft in this build, which is just barely shy of the 60ft base radius/range of Terrify, so synergy there!) which can hit up to 10 $Targets per attack, that's a LOT better odds of being able to proc Force Feedback multiple times per minute than I'd ever be able to achieve out of Levitate.  So, lacking the power picks AND the necessary slots available to support use of Levitate AND Energy Torrent ... Levitate loses the contest and gets dropped from the build as the most "expendable" power from either the primary or the secondary.  I know that the side effect of this is that absent a Positron's Blast proc from Terrify or use of Energy Torrent, this build is limited to producing ONLY Psionic damage ... but since the build overall is so heavily oriented towards achieving both lockdown (soft and hard) as well as +Absorb, +Heal, +Regeneration, I figure that when push comes to shove there'll be plenty of opportunity to take whatever time is needed against the City of Statues that this build is designed to produce.

 

So damage output might be considered "light" ... even for a Controller ... but if your $Targets are blocked from taking any actions, or what actions they DO take is against their (former) allies, then with "all the time in the world" you can afford to play a slightly slower game with a greater margin of safety against error.

 

 

 

So, the core attack rotation from this build revolves around Mesmerize, Dominate, Confuse ... wash, rinse, repeat until defeated.  At higher levels, intermittent use of Terrify every few attack rotations will help augment the damage output, but still that's going to be mostly Psionic damage output (which is less than ideal against Robots, granted).  However, the lockdown offered, and the ability to recover when that lockdown might happen to fail, is extremely high in this build, because both the primary AND secondary powersets offer lockdown options which can be stacked together.  Holds, Sleeps, Confuses and Terrify all mix together backed up with Absorb shields (both powers and via proc) plus healing and regeneration as well as endurance recovery.

 

In fact, the net endurance burn on this build is what has convinced me that this would make a superior combination with Mind Control than use of Time Manipulation ... because of Overgrowth.  That's because Overgrowth offers a whopping 93.125% global endurance reduction for 60s ... which then makes it actually possible for Telekinesis to be used without going OoM endurance empty in nearly no time flat while sustaining Telekinesis.  With Hasten up, Overgrowth has a 76.2s recharge time, which combined with the 3s cast time of the power yields a 75% uptime on Overgrowth (before including Force Feedback procs helping even more), which is remarkably advantageous considering that Overgrowth ALSO offers a +66% all damage buff to teammates in the PBAoE when cast.  That's like getting a (poor man's) Build Up buff every 1m20s or so that lasts for 1m of duration.  So it "solves" a lot of potential endurance cost issues, with the combination of Telekinesis AND Entangling Aura being cost effective when used together on $Targets herded into a corner for a beatdown (1.56 end/s and 0.61 end/s without Overgrowth versus 1.07 end/s and 0.36 end/s with Overgrowth, a difference of -0.74 end/s just for these two toggles used simultaneously!).  Put Telekinesis and Entangling Aura together and there's a LOT of things you can Hold ... starting with Elite Bosses (and working your way down) ... just add stacks of Dominate.  Overgrowth is therefore the key to being able to employ Telekinesis effectively, as is Conserve Power (although not to as great an extent since Conserve Power has a lower uptime at 43% than Overgrowth at 75%).

 

 

 

On top of all of that, Power Boost buffs up not only all of the Hold, Sleep and Terrify effects you'd be delivering with this build, but also the Healing and Regeneration and Absorb shields as well, on top of the +ToHit you'll be getting from various powers ... which is to say, very nearly every other power that this build can bring to bear will get buffed up by Power Boost, with only a few exceptions.  With an over 30% uptime potential in this build, with multiple long duration Click powers that can benefit from Power Boost (basically every primary and secondary power except Corrosive Enzymes) that starts pushing Power Boost into the territory of Use Every Time Power Is Recharged in the context of this build.  Don't save Power Boost for later ... use it ALL THE TIME.

 

And as if that wasn't enough synchronicity going on, Wild Growth and Overgrowth wind up with very nearly the same recharge time when Hasten is up.

 

 

 

And that's not even taking into account my now signature(?) use of Gaussian's Synchronized Fire-Control and Decimation for their respective Build Up procs so as to magnify the amount of damage output a particular build is capable of producing (especially in a team/league context with Tactics running).  Add onto that being able to cast Overgrowth for yet another Build Up like damage boost on top of those actual Build Up procs and what looked like some pretty "sorry" damage output (all Psionic) starts looking almost respectable (for a Controller).

 

There are, of course some additional bits of wonderful goodness going on in this build, such as Lifegiving Spores slotted with Panacea "gifting" everyone within the Location AoE extra HP and endurance points when the proc lands, not just the caster (meaning that proc can be "shared" with a team/league through this power).  Needless to say ... Very Useful™ in Plant The Flag situations.

 

Oh and ... fair warning ... for anyone who opens the build using either the code hash or the .mxd file.  I very DELIBERATELY turned OFF all of the toggle powers on the build, and left only the auto powers turned on.  That's because this build, far more than usual for me ... CHANGES ... what the stats window will be telling you, depending on what powers you've got toggled on/off.  It's going to make a HUGE difference in performance, so much so that I felt it was important for people to be able to open the build in a "all toggled off" state before turning things on to check to see how numbers move (and dance and high dive off the ledger into the Great Beyond™ and so on and so forth).  This is definitely one build that is doing all it can to "defy" adequate quantification by the build planner application, simply because there are SO MANY caveats and edge cases possible with the use of the powers (and not just because of proc chances!).

 

 

 

But enough pontificating about what I think is nifty about this build (and which I wouldn't be able to pull off using Empathy as a secondary) ... let's get to the actual build then, shall we?

 

And yes ... it looks like I'm going to be rerolling my (villain!) Controller to this build relatively shortly ...

 

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Edited by Redlynne

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Spoiler

 


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Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Nature Affinity
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

 

Hero Profile:

 

Level 1:    Mesmerize    
 (A) Decimation - Accuracy/Damage: Level 27
 (9) Decimation - Damage/Endurance: Level 27
 (9) Decimation - Damage/Recharge: Level 27
 (11) Decimation - Accuracy/Damage/Recharge: Level 27
 (23) Decimation - Chance of Build Up: Level 25
 (29) Devastation - Chance of Hold: Level 30


Level 1:    Corrosive Enzymes    
 (A) Accuracy IO: Level 50+5


Level 2:    Dominate    
 (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
 (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
 (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
 (5) Devastation - Chance of Hold: Level 30
 (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
 (7) Lockdown - Chance for +2 Mag Hold: Level 30


Level 4:    Regrowth    
 (A) HamiO: Golgi Exposure (+2 End/Heal/Absorb)


Level 6:    Mystic Flight    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10


Level 8:    Confuse    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)


Level 10:    Mass Hypnosis    
 (A) Call of the Sandman - Accuracy/Recharge: Level 27
 (11) Call of the Sandman - Endurance/Sleep: Level 27
 (13) Call of the Sandman - Accuracy/Endurance: Level 27
 (15) Call of the Sandman - Sleep/Range: Level 27
 (15) Call of the Sandman - Accuracy/Sleep/Recharge: Level 27


Level 12:    Telekinesis    
 (A) Endurance Reduction IO: Level 50+5
 (13) Endurance Reduction IO: Level 50+5


Level 14:    Wild Growth    
 (A) Regenerative Tissue - Heal/Endurance: Level 27
 (45) Regenerative Tissue - Endurance/Recharge: Level 27
 (46) Regenerative Tissue - Heal/Recharge: Level 27
 (46) Regenerative Tissue - Heal/Endurance/Recharge: Level 27
 (46) Regenerative Tissue - +Regeneration: Level 10


Level 16:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff: Level 27
 (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
 (17) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
 (25) Dark Watcher's Despair - Chance for Recharge Slow: Level 21


Level 18:    Total Domination    
 (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 27
 (19) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 27
 (21) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 27
 (21) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 27
 (23) Will of the Controller - Recharge/Chance for Psionic Damage: Level 27
 (27) Lockdown - Chance for +2 Mag Hold: Level 30


Level 20:    Lifegiving Spores    
 (A) Panacea - Heal/Endurance: Level 27
 (25) Panacea - Endurance/Recharge: Level 27
 (40) Panacea - Hea/Recharge: Level 27
 (40) Panacea - Heal/Endurance/Recharge: Level 27
 (42) Panacea - Heal: Level 27
 (42) Panacea - +Hit Points/Endurance: Level 27


Level 22:    Wild Bastion    
 (A) Preventive Medicine - Heal: Level 27
 (43) Preventive Medicine - Heal/Endurance: Level 27
 (43) Preventive Medicine - Endurance/RechargeTime: Level 27
 (43) Preventive Medicine - Heal/RechargeTime: Level 27
 (45) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
 (45) Preventive Medicine - Chance for +Absorb: Level 27


Level 24:    Assault    
 (A) Endurance Reduction IO: Level 50+5


Level 26:    Terrify    
 (A) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized: Level 27
 (29) Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime: Level 27
 (37) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance: Level 27
 (39) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime: Level 27
 (39) Overpowering Presence - RechargeTime/Energy Font: Level 10
 (40) Positron's Blast - Chance of Damage(Energy): Level 20


Level 28:    Rebirth    
 (A) Doctored Wounds - Heal/Recharge: Level 50+5


Level 30:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
 (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
 (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
 (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
 (34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


Level 32:    Mass Confusion    
 (A) Malaise's Illusions - Accuracy/Recharge: Level 27
 (33) Malaise's Illusions - Endurance/Confused: Level 27
 (33) Malaise's Illusions - Accuracy/Endurance: Level 27
 (33) Malaise's Illusions - Confused/Range: Level 27
 (34) Malaise's Illusions - Accuracy/Confused/Recharge: Level 27


Level 35:    Entangling Aura    
 (A) Basilisk's Gaze - Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Chance for Recharge Slow: Level 10
 (37) Entomb - Recharge/Chance for +Absorb: Level 10
 (37) Lockdown - Chance for +2 Mag Hold: Level 30


Level 38:    Overgrowth    
 (A) Recharge Reduction IO: Level 50+5
 (39) Recharge Reduction IO: Level 50+5


Level 41:    Hasten    
 (A) Recharge Reduction IO: Level 50+5
 (42) Recharge Reduction IO: Level 50+5


Level 44:    Conserve Power    
 (A) Recharge Reduction IO: Level 50+5


Level 47:    Energy Torrent    
 (A) Accuracy IO: Level 50+5
 (48) HamiO: Centriole Exposure (+2 Dam/Range)
 (48) HamiO: Centriole Exposure (+2 Dam/Range)
 (48) Annihilation - Accuracy/Damage/Endurance: Level 27
 (50) Annihilation - Chance for Res Debuff: Level 20
 (50) Force Feedback - Chance for +Recharge: Level 21


Level 49:    Power Boost    
 (A) Recharge Reduction IO: Level 50+5
 (50) Recharge Reduction IO: Level 50+5

 

Spoiler

Level 1:    Brawl    
 (A) Accuracy IO: Level 50


Level 1:    Containment    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Run Speed IO: Level 50+5


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Run Speed IO: Level 50+5


Level 1:    Sprint    
 (A) Celerity - +Stealth: Level 15


Level 2:    Rest    
 (A) Interrupt Reduction IO: Level 50


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50+5


Level 2:    Health    
 (A) Miracle - +Recovery: Level 20
 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30


Level 2:    Hurdle    
 (A) Jumping IO: Level 50+5


Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50+5
 (7) Performance Shifter - EndMod: Level 27
 (19) Performance Shifter - Chance for +End: Level 21


Level 0:    Freedom Phalanx Reserve    
Level 0:    Portal Jockey    
Level 0:    Task Force Commander    
Level 0:    The Atlas Medallion

 

Spoiler

Set Bonus Totals:
10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
1.25% Defense(Smashing)
1.25% Defense(Lethal)
1.25% Defense(Fire)
1.25% Defense(Cold)
3.75% Defense(Energy)
3.75% Defense(Negative)
2.5% Defense(Melee)
3.75% Defense(Ranged)
2.5% Defense(AoE)
5.85% Max End
5% Enhancement(Stunned)
9% Enhancement(Accuracy)
5% Enhancement(Held)
7.5% Enhancement(Confused)
10% Enhancement(Heal)
5.5% Enhancement(Terrorized)
61.25% Enhancement(RechargeTime)
10% Enhancement(Immobilized)
15% Enhancement(Sleep)
3.75% Enhancement(Max EnduranceDiscount)
21% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
133.5 HP (13.13%) HitPoints
21% JumpHeight
21% SpeedJumping
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 18.75%
MezResist(Held) 18.75%
MezResist(Immobilized) 18.75%
MezResist(Sleep) 18.75%
MezResist(Stunned) 18.75%
MezResist(Terrorized) 18.75%
15% (0.25 End/sec) Recovery
22% (0.93 HP/sec) Regeneration
6.75% Resistance(Smashing)
6.75% Resistance(Lethal)
3% Resistance(Fire)
3% Resistance(Cold)
1.5% Resistance(Energy)
1.5% Resistance(Negative)
21% SpeedRunning

 

Spoiler

Set Bonuses:
Decimation
(Mesmerize)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  11.45 HP (1.13%) HitPoints
  2.25% Max End
  6.25% Enhancement(RechargeTime)


Devastation
(Dominate)
  12% (0.51 HP/sec) Regeneration


Lockdown
(Dominate)
  3% DamageBuff(All)


Blessing of the Zephyr
(Mystic Flight)
  Knockback (Mag -4), Knockup (Mag -4)


Call of the Sandman
(Mass Hypnosis)
  5% Enhancement(Sleep)
  19.08 HP (1.88%) HitPoints
  2.25% Max End
  6.25% Enhancement(RechargeTime)


Regenerative Tissue
(Wild Growth)
  6% SpeedJumping, 6% JumpHeight, 6% SpeedFlying, 6% SpeedRunning
  15.26 HP (1.5%) HitPoints
  4% Enhancement(Heal)
  5% Enhancement(RechargeTime)


Dark Watcher's Despair
(Spore Cloud)
  15.26 HP (1.5%) HitPoints
  2.5% (0.04 End/sec) Recovery
  5% Enhancement(RechargeTime)


Will of the Controller
(Total Domination)
  2.5% DamageBuff(All)
  6% Enhancement(Immobilized), 6% Enhancement(Sleep), 3.3% Enhancement(Terrorized), 3% Enhancement(Confused), 3% Enhancement(Held), 3% Enhancement(Stunned)
  9% Enhancement(Accuracy)
  8.75% Enhancement(RechargeTime)


Panacea
(Lifegiving Spores)
  2.5% (0.04 End/sec) Recovery
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  10% (0.42 HP/sec) Regeneration
  MezResist(Repel) 1000% (10% chance)
  15.26 HP (1.5%) HitPoints


Preventive Medicine
(Wild Bastion)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  19.08 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


Overpowering Presence
(Terrify)
  4% Enhancement(Immobilized), 4% Enhancement(Sleep), 2.2% Enhancement(Terrorized), 2% Enhancement(Confused), 2% Enhancement(Held), 2% Enhancement(Stunned)
  19.08 HP (1.88%) HitPoints
  4.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  3% (0.05 End/sec) Recovery


Gaussian's Synchronized Fire-Control
(Tactics)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  19.08 HP (1.88%) HitPoints
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Malaise's Illusions
(Mass Confusion)
  2.5% (0.04 End/sec) Recovery
  2.5% Enhancement(Confused)
  2.5% DamageBuff(All)
  6.25% Enhancement(RechargeTime)


Basilisk's Gaze
(Entangling Aura)
  2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  2% (0.03 End/sec) Recovery
  7.5% Enhancement(RechargeTime)


Annihilation
(Energy Torrent)
  1.35% Max End


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

 

Spoiler

Mesmerize (Decimation 1PPM, Devastation 3PPM)

  • 1.0 * ((6 / ( 1 + 37.91 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 10.03% on Click
  • 3.0 * ((6 / ( 1 + 37.91 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 30.10% on Click

 

Dominate (Devastation 3PPM, Lockdown 2.5PPM)

  • 3.0 * ((8 / ( 1 + 30.80 / 100 )) + 1.1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 36.08% on Click
  • 2.5 * ((8 / ( 1 + 30.80 / 100 )) + 1.1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 30.07% on Click

 

Spore Cloud (Dark Watcher's Despair 3.5PPM)

  • 3.5 * ((8 / ( 1 + 16.85 / 100 )) + 3.1) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 21.59% on Click per $Target
  • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 21.71% on Toggle per $Target

 

Total Domination (Will of the Controller 4PPM, Lockdown 2.5PPM)

  • 4.0 * ((240 / ( 1 + 50.55 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 331.17%) on Click per $Target
  • 2.5 * ((240 / ( 1 + 50.55 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 206.98%) on Click per $Target

 

Life-giving Spores (Panacea 3PPM)

  • 3.0 * ((4 / ( 1 + 58.98 / 100 )) + 2.33) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 9.5% (Pre-clamp: 9.02%) on Click per $Target
  • 3.0 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 18.60% on Toggle per $Target

 

Terrify (Overpowering Presence 1PPM, Positron's Blast 3.5PPM)

  • 1.0 * ((40 / ( 1 + 78.19 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 90 + 540) / 30,000))) = 16.13% on Click per $Target
  • 3.5 * ((40 / ( 1 + 78.19 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 90 + 540) / 30,000))) = 56.44% on Click per $Target

 

Tactics (Gaussian's 1PPM)

  • 1.0 * ((15 / ( 1 + 58.98 / 100 )) + 3.67) / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.81%) on Click per Teammate/Leaguemate
  • 1.0 x 10 / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.15%) on Toggle per Teammate/Leaguemate
     
    • Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds
    • Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds
    • Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds
    • Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds
    • Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds
    • Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds
    • Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds
    • Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds
       
    • League-16: 1 - (1 - 0.065)^16 = 65.8% chance to proc every 10 seconds
    • League-24: 1 - (1 - 0.065)^24 = 80.0% chance to proc every 10 seconds
    • League-32: 1 - (1 - 0.065)^32 = 88.3% chance to proc every 10 seconds
    • League-34: 1 - (1 - 0.065)^34 = 89.8% chance to proc every 10 seconds
    • League-35: 1 - (1 - 0.065)^35 = 90.0% (90.4%) chance to proc every 10 seconds

 

Entangling Aura (Basilisk's Gaze 3.5PPM, Entomb 2PPM, Lockdown 2.5PPM)

  • 3.5 * ((20 / ( 1 + 64.36 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 30.82% on Click per $Target
  • 2.0 * ((20 / ( 1 + 64.36 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 17.61% on Click per $Target
  • 2.5 * ((20 / ( 1 + 64.36 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 22.01% on Click per $Target
  • 3.5 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 21.71% on Toggle per $Target
  • 2.0 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 12.40% on Toggle per $Target
  • 2.5 x 10 / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 15.50% on Toggle per $Target

 

Energy Torrent (Annihilation 3PPM, Force Feedback 2PPM)

  • 3.0 * ((24 / ( 1 + 0 / 100 )) + 1.07) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 45 + 540) / 30,000))) = 61.60% on Click per $Target
  • 2.0 * ((24 / ( 1 + 0 / 100 )) + 1.07) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 45 + 540) / 30,000))) = 41.06% on Click per $Target

 

 

Controller - Mind Control - Nature Affinity.mxd

Edited by Redlynne
  • Like 2

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When I first looked at this I saw the lack of Defense and was thought:  holy shit that is scary.    Then I remembered that it is a Controller with lots of controls, and it is Nature and that is has power boosted HP absorb of over 1100 HP!     Nice!

 

PS. I am taking some slotting tips from this build and applying it to my Crazy Beast/Nature MM.  /steal

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10 hours ago, SmalltalkJava said:

When I first looked at this I saw the lack of Defense and was thought:  holy shit that is scary.    Then I remembered that it is a Controller with lots of controls, and it is Nature and that is has power boosted HP absorb of over 1100 HP!     Nice!

I fight in the City of Statues.

When you can mez everything you come across (even robots!) then Defense becomes a stat that's "nice to have" but not entirely necessary at all times.

 

So yeah ... VERY different threat matrix.

Mind Control just happens to have more "Oh Sludge!" buttons than most other Controller primaries.  Being able to get your enemies to fight FOR you being one of the bigger ways you can table flip whatever the balance scales were sitting on before you got there.

 

10 hours ago, SmalltalkJava said:

PS. I am taking some slotting tips from this build and applying it to my Crazy Beast/Nature MM.  /steal

Please do!  It's why I post these things and blather on about them in advance of the actual build, so you can get a better sense of how everything is supposed to fit together cohesively/holistically in order to make an entirety that is better than the sum of its parts.

 

Sometimes you simply need to SEE things synergizing together in order to get that light bulb to come on for you.

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10 hours ago, Cutter said:

Yeah I might be stealing some for my /Nature dorks as well...

Yes ... my plot to take over the build forums is thickening ...

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Edited by Redlynne

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8 hours ago, Mercurias said:

I’m a little sad that this thread has no mention of either “Brain Food” or “Making your enemies into vegetables”.

 

7 hours ago, oldskool said:

You had me at "Mind over Vegetable".

LOL

 

My first thought for what to call this build was "Mind over Matter" (for what I hope ought to be obvious reasons) ... which then quickly morphed into "Mind over Vegetable Matter" because /Nature Affinity ... and then it wasn't that much of a hop, skip and a jump to get to "Mind over Vegetable(s)" like you see.  I figured that the "mental vegetable" angle was more than obvious without hanging a sign (or neon or a lampshade) on it.

 

Been playing it for a few days now in "do all the things" mode on Redside and I've run through Kalinda and am working my way through Burke's missions, because I don't have a lot of time to play (spend way too much time playing the forums!).  So far it's working out really well at Level 4, even though I don't have Levitate to "juggle" stuff with, simply because I can use the Nemesis Staff and Throwing Knives from the P2W vendor to round out the attack chain until I get to Level 8 and pick up Confuse.

 

Speaking of which ... just in case no one in particular was interested ...

The reason why I like to take a travel power such as Hover/Mystic Flight at Level 6 specifically is so that even if I have to Exemplar down to Level 1 ... I will not lose access to that specific power that I've taken at Level 6.  Just one of those Exemplar Friendly things I like to work into my builds.

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