Infini

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  1. Quote:
    Originally Posted by Dual Hammer View Post
    But they cost a lot of inf and there are other ppl out ther who know how good they are and about the slotts on teleport, those were so i could get a good set bonus
    Just because it's expensive doesn't mean it's better...

    I'll have to echo the others who have asked specifics about what you want out of the builds. Stating good/balanced/all-around doesn't quite cut it as there are a gajillion different ways to build a character in this game (compounded by the fact that all of us on the forums have different build methods).

    You won't really know the specifics yourself until you play that character a bit or have considerable knowledge of powers and game mechanics.

    Let's take your blaster (no, I have not looked at the build), for example. Would you like a 'glass cannon' type of build, which is basically lots of recharge so your big hitters come back quicker? A blapper, which is a blaster that likes to use the melee attacks from its secondary - a build that has a mix of recharge and s/l defense? Or perhaps a hoverblaster build, which focuses on building up range defense while using hover while also having a considerable amount of extra recharge? Those are just a few possibilities and each is geared towards different playstyles.

    It's important for you to figure out which playstyle is best suited for you and go from there. We are all down to help you out, but I don't think any of us wants to give you anything that you could find yourself unhappy with once you start actually playing it.
  2. Infini

    DM/SD Build

    search is your friend...
  3. Quote:
    Originally Posted by JanusFrs View Post
    Thank you for your help Infini, it will most likely do me good

    A couple questions though: Firstly, WILL I altogether be able to play at x8 when having unlocked perma-dom? I see you have a mind dom yourself, can it solo at higher difficulties? And how much will the AoE potential of the secondary be needed in order to more properly deal with higher difficulties?

    Regarding MC, with perma-dom, will it be a stronger tool than MH/terrify, and what with TD? As it is, I am expecting a lot from MC and TD, but is that me being wrong about something?

    Ultimately, regarding Thorny Assault as a set, should I ultimately consider Ripper an AoE or ST attack?
    It has been a while since I've tried it, but I'm fairly confident I'm able to solo +X/8. It is a bit slower for me as my build has no defense (pure recharge build for perma Drain Psyche). I'm not entirely sure what difficulty level you'd be able to solo, though.

    For your AoE concerns, you really just need a couple in order to get rid of minions and weaken the lts and bosses. Slotting Terrify for damage is a good idea in this case (I haven't done this even though I've meant to). So Terrify > Fling Thorns > Thorn Burst would be ok to start then adding an Epic pool AoE to the mix should serve you pretty well.

    Once you attain permadom, MC and TD will be stronger because they'll be up more often, but your bread and butter AoE controls will always be MH and Terrify. At best you're looking at bringing MC and TD down to near 60s recharge times, whereas MH and Terrify are up in 1/4 the time.

    Lastly, I think you should consider Ripper a ST attack with a bonus AoE. So, if you can position yourself to hit multiple targets, do so, but no biggie if you can't/don't want to. Other than this I can't give too much more advice on soloing since I primarily use my dom on teams.

    Side note: If you can get pretty good at using TK, it can be great for bunching up mobs to hit with your AoEs. It does work, but is very endurance intensive.
  4. Sounds like you're not leveraging Confuse enough. Pre-Permadom, Mind can be a bit slow to solo, but it's safe. After you use MH on a mob you should confuse a couple of them - particularly the ones that will give you trouble like bosses and LTs or some minions like Sappers. The duration of Confuse should last longer than MH so once they wake up, they'll immediately start attacking each other. If you have multiple bosses, Mesmerize is your friend as it can sleep them in 1 hit without Domination.

    While MC is Mind's strongest power, I don't think it adds as much to your survival as MH and Terrify does because of recharge times.

    For team play, you'll want to figure out what the pesky mobs are that you'll be fighting (I'll use a Sapper as an example, again). If possible, skip slightly ahead of your team and confuse these pesky mobs. Then use MH while waiting for your team to arrive. When they have, use Terrify and go to town on the bosses while using your AoE attacks to mow down the lower ranks.

    Before you're able to get into Permadom, the slotting of your powers will dictate just how effective you can be. Frankenslotting set IOs will greatly help in this regard.
  5. Infini

    Ice/Fire

    Quote:
    Originally Posted by May Flowers View Post
    So would you take out taunt and put in maneuvers? and put another 7.5 in?
    Unfortunately, you are already at your limit for those LotG: 7.5% rech IOs. What I meant was that I would change some of the slotting in your attacks from sets giving +defense to sets that give +recharge. Not a big deal, mind you.

    Besides, for some of the end game content, Taunt becomes quite useful.
  6. Infini

    Ice/Fire

    Quote:
    Originally Posted by May Flowers View Post
    How about this one?
    Looks pretty solid, May Flowers. I would, personally, prefer a bit more global recharge instead of the extra defense numbers. However, if you're happy with it, then you're good to go with that one.
  7. T4 Spiritual Core will bring it down to 121s without using Hasten.
  8. I made this based on an Elec/BA build I made (a future tank for when Freedom launches). It unfortunately doesn't hit 32.5% defense like my Elec/BA build does because it doesn't have a full Guassian's set in it and I didn't want to sacrifice other parts of the build to get it. Basically with a small luck you'll be just shy of the softcap. If you go Cardiac you'll have better enduse and 85% s/l resists on top of your obviously capped energy resist. However, you could also go for Spiritual to get hasten/energize recharge down even more and settle with ~76% s/l resists.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(23)
    Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(34), Mako-Dam%(40)
    Level 2: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(23)
    Level 4: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg(21), Oblit-Dmg/Rchg(34), Oblit-%Dam(43)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(25)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 10: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(11), Sciroc-Dmg/EndRdx(11)
    Level 12: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Rchg(13), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx(33)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 16: Siphon Life -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(34), Mako-Dam%(37)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(31)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(31), Aegis-ResDam/Rchg(46), Aegis-Psi/Status(48)
    Level 26: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(27), P'Shift-EndMod/Rchg(27), RechRdx-I(48)
    Level 28: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Dmg(31), Oblit-Dmg/Rchg(37), Oblit-%Dam(43)
    Level 30: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(48)
    Level 32: Power Surge -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
    Level 35: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg(36), Oblit-Dmg/Rchg(37), Oblit-%Dam(43)
    Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Dam%(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
    Level 47: Tactics -- HO:Cyto(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(46), Mrcl-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(46)



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  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Why does everyone keep slotting their /Regens for Melee defense, when it is just as easy to slot for Smashing/Lethal defense and makes more sense?

    Two words: Machine Guns. They are the single most common defense debuffing attack in the game, and /Regen has zero defense debuff resistance. And no matter where the enemy is in relation to you, machine guns will ALWAYS apply their attack against your ranged and lethal defense, meaning all that melee defense you worked so hard at getting will be stripped away by 3 bursts of machine gun fire. 4 will put you in the negative.

    There are a lot of enemy groups in the game that use machine guns, so that scenario would be happening quite frequently. With Smashing/Lethal defense, it will still happen, just not as fast, and you can pop a luck or two to avoid complete defense failure.
    I was wondering this, too, while looking through the thread. IMO getting s/l defense on a /regen combo is actually easier than melee defense. My KM/Regen's build gets 32.5% s/l with just maneuvers so I was able to take some other powers instead of boxing/tough/weave.
  10. On my Ice/Ice/Soul tank I primarily run Cardiac because of DN and having lots of global recharge. It is also beneficial while tanking single targets because of the lack of returns from EA. When I was using this tank to farm I'll swap out to Spiritual to spam AoEs and have near perma-Hasten.

    I also crafted a T3 Nerve for the more defense on iTrials but after getting the hang of them and making sure to always have saturated EA, I haven't used it since. Even more so since getting all 3 level shifts.
  11. Infini

    Budget Build(s)

    Doh. I forgot that the secondary was /SS so you'd be using CJ. /SM would be another secondary like this. The rest should be free to use either CJ or Hover. Heck, Stealth could even be used, instead.

    CJ is the cheapest option, though.
  12. Infini

    Ice/Fire

    EDIT: That +3% psi res IO in Permafrost is unnecessary because it is only that 3% so you can move that slot elsewhere, too.

    Too much focus on S/L defense. Not enough E/N defense. I've stated in other threads regarding Ice armor that it is pretty trivial to hit the softcap and have explained how to do so.

    Your defense toggles (FA, GA, Tough, Weave, and CJ) are slotted sufficiently. Adding the Steadfast IO to them brings you up to 42.5%+ defense so you only need 1 set of Kinetic Combats and 1 set of some Eradications (you could also 4 slot char with Basilisk for the def/rech) in order to hit/surpass 45%. Clearly with the excess KC sets you were shooting for the iSoftcap of 59% for Trials but I can tell you from experience on my Ice/Ice that it is completely unnecessary to do this because you have EA.

    Correcting this will allow you to get some more slots into your ST attacks, which you seem to be lacking a bit on that side of things. I would probably want FS or Incinerate instead of Combustion. Alternatively, after optimizing your slotting you could slot up an Epic ST attack.

    CE is also overslotted. Slotting for slows doesn't nothing to increase the -rech effect. It just makes mobs super slow, which can be problematic if you like herding and such.

    Aside from the problems already discussed, the rest of the build's numbers (hp, regen, etc...) look good. Once you optimize the slotting you can also toss in some more global recharge.
  13. Infini

    Budget Build(s)

    Quote:
    Originally Posted by LSK View Post
    Ok I am a little confused here u said take both CJ and Hove? You only get the def to Hover if you are using it.
    My apologies. I intended the CJ/Hover to be read as "CJ or Hover". You can use either since they both grant the same +def when toggled on.
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    Here's an Elec/Elec/Soul build that focuses on extreme recharge. Enough to have perma-Dom without using Hasten. However, the way it is built aims to fight at melee range, which Elec/ should make pretty safe.
  15. Infini

    Budget Build(s)

    For your Ice/SS, you don't need to build your defense up past ~47%. Getting to a spawn first and firing off EA will put you up to ~55-57% which is more than enough to get through the iTrials. Admittedly, starting out with just the alpha level shift is a bit rough, but once you get the hang of things it balances out in your favor. After you get the other 2 level shifts it'll be almost like non incarnate content.

    Basically main goals for Ice/ is:
    -softcap s/l/e/n (you can get f/c/p defense if you want. I prefer Darkest Night to cover those). This goal isn't too bad on the wallet.

    Apart from it's inherent +def toggles, all you need to achieve 45% is tough/weave, a steadfast +3% def IO (perfect for permafrost), and CJ/Hover. Tough gets 4 reactive armors and your 3 def toggles need to be slotted close to the ED cap. Mine I use LotG: +rech, def, def/end, and def/end/rech. CJ/Hover just needs a LotG: +rech and your 5th one can go into EA (just an FYI). All of this will have you sitting at ~42.5% so all you need is 2 different attack sets in order to fill in the rest (Kinetic Combat for s/l and Eradication/Basilisk Gaze for e/n).

    -Perma Hoarfrost. In fact, going past perma is even better as, unless you have another heal, you'll want Hoarfrost back often to use as a heal. Cramming in +rech is where the build begins to get expensive.

    -Slot EA for rech/endmod/def. If you can get your hands on a couple membranes, they go great in EA.

    -Other set bonuses for +hp/regen/rech. You want enough +hp to be able to cap hp with Hoarfrost up. Regen I try to shoot for 1% hp/sec to heal back minor-moderate damage. Recharge to get your goodies back - I've got 82.5% pre-Hasten on my Ice/Ice/Soul.

    Finally, a suggestion to think about - stacking damage debuffs with CE. CE is a 14% dmg. You can go Soul for DN for an additional 21% and then choose diamagnetic/void for your interface/judgement slots to stack even more. I don't remember the numbers for diamagnetic but void radial has a 50% debuff. So just using CE, DN, and Void Radial you're looking at 85% dmg debuff for the duration of Void.
  16. Infini

    child's play

    Quote:
    Originally Posted by New Dawn View Post
    Let him play anything he wants.
    This.

    My first character was a grav/kin controller and I got by just fine.
  17. I use this particular proc in Frozen Aura on my Ice tank. It is by no means reliable, however, for minor damage it actually works out pretty well. My tank gets about 95hp per proc and I've seen it proc like 5 times, simultaneously (475hp). Of course, FA recharges in like ~6s for me so it's probably serving me a bit better than in another sleep with a longer recharge.
  18. Yes you can cap your regen as /psi. I can manage it with roughly 8 foes and my DP is perma. You can cap recovery with even less and without even slotting for endmod, too. If you want to be able to take a beating, get SoP from Mu mastery. You can at least cap s/l/e resistance and tossing in capped regen you'd become pretty sturdy for 30s. Having multiple Spirit Trees out while DP is down will extend your awesomeness in SoP's duration (2 minutes I think).

    If you build yourself to have perma DP then you'd have more uptime on SoP, too.
  19. Infini

    Shield/Ice

    Ice Melee is better suited for AoE dmg than ST dmg. Taking Soul Mastery for Gloom will beef up your ST dmg, though (Any epic attack would work). In a full X/8 size spawn you'll have to use your ST attacks on bosses while mowing down the lower ranks with Frost and FA in order to be somewhat efficient. FA can also take Call of the Sandman: Chance to Heal, which makes it a ghetto heal, too.
  20. I'll tinker with it a little bit later, but I'm thinking Soul Mastery Might be a good fit. Most of the Epic pool attacks have DoT of some sort, which is counterproductive to Static Field. Soul's attacks are all frontloaded, so it wouldn't be as bad. However, if you want to stick with Psi, at least swap WoC and Psi' Nado and give the latter 5 slots with Ragnarok.

    Overall, I take it you want a straight up recharge build since you didn't mention anything about getting any significant defense. Very easy to accomplish and get you some slots in your other attacks. A lot of your powers are unnecessarily slotted with full sets - namely the purple sets.
  21. You can put one of those +3% def IOs in ID and save yourself a slot. You could also get by with just the base slot in SP and use those slots elsewhere if you wanted. 2 slotting SB and IR with BotZ would get you some more range defense and some more KB protection if you used those IOs.

    Hover might be a better choice of CJ, too. You can hover over the center of a mob outside of melee range and still buff/heal yourself. Hover is also more SS friendly.
  22. Are you locked into taking the psi APP? I would expect Mu to be a much better choice for elec/elec as you would become a very effective sapper.

    What are your goals for the build, aside from attaining Perma-Dom? Range defense?
  23. Only thing I would do differently with your build is go for S/L defense instead of Melee. Melee defense is going to do nothing against ranged attacks, whereas S/L will get applied to most attacks, in general.

    IMO, it's not worth going for positional defense on a melee character unless you get a good chunk (32.5%) for at least melee and range. Going for the typed defense will also be less slot intensive and allow you to better slot things like Health and Fast Healing.

    FU's slotting needs to be changed since Guassian's offers no Acc, which makes the power pointless if I can't hit anything so you can get the buff.
  24. Mass Hypnosis is your bread and butter AoE mez until you get Terrify. TD is very skippable but you can take it if you want. No need to 6 slot, either, if another power needs them. I'd say 4 would be good for 2 acc and 2 rech.
  25. Mesmerize slot for damage. Dominate slot for hold. Confuse slot for confuse. Mass Hypno. slot for Sleep.

    Depending on what level mobs you're fighting you could probably get away with 1 Acc and throw in some end redux here and there.