Mental Manipulation Guide - I12
Thanks for putting that together StratoNexus! I'm leveling up a Psychic Blast/MM Blaster and I'm glad to find some info and opinions on how to best use MM.
Nice format too. I was also thinking of linking to CoD for a guide I'm working on. Now that you've done it I think I definitely will.
Question on this...
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Psychic Scream... Useful Sets You could slot Posis Blast or Posis Blast.
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Is mentioning Posi's Blast twice a typo or are you using humor to say it is the only set really worth slotting? Couldn't tell.
"Together we entered a city of strangers, we made it a city of friends, and we leave it a City of Heroes." - Sweet_Sarah
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Thanks for putting that together StratoNexus! I'm leveling up a Psychic Blast/MM Blaster and I'm glad to find some info and opinions on how to best use MM.
Nice format too. I was also thinking of linking to CoD for a guide I'm working on. Now that you've done it I think I definitely will.
Question on this...
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Psychic Scream... Useful Sets You could slot Posis Blast or Posis Blast.
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Is mentioning Posi's Blast twice a typo or are you using humor to say it is the only set really worth slotting? Couldn't tell.
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It's really the only set worth slotting outside of the Purple set. It's like how Malaise's Illusions or Glimpse fo the Abyss are the best picks for Confuse and fear.
Compare Detonation with PosiBlast:
Detonation
2- Sleep resist: 1.65%
3- Def (Energy): 1.875%
4- Debt Prot: 1%
5- AoE Def 1.875%
6- Res(Toxic): 1.875%
PosiBlast
2- Recovery2.5%
3- Res(Fire/Cold): 1.575%
4- Acc: 9%
5- RechTime (6.25%)
6- Res (Toxic): 3.125%
Detonation adds a Damage/End/Range instead of a damage proc. All other values are the same between the sets.
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Is mentioning Posi's Blast twice a typo or are you using humor to say it is the only set really worth slotting? Couldn't tell.
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Humor. (obviously, bad humor )
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
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Is mentioning Posi's Blast twice a typo or are you using humor to say it is the only set really worth slotting? Couldn't tell.
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Humor. (obviously, bad humor )
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Nah. I liked it. It was cute.
I think the problem is that the milieu makes it hard to distinguish between sardonic humor and idiocy.
Awesome guide, very complete and well-thought. I'd only add numbers for those who don't want to bother with Mid's or City of Data.
5-starred.
how about a sample build??
Where's that Psi/MM guide? My Search-Fu is weak.
A+++++ Guide, would read again!
I've been thinking of making a Arch/MM blaster to see if I like that better than the Arch/EM one I have now (and really enjoy. I just like shooting arrows at stuff).
After reading this, I think I'll give it a shot. The soon to be born "Dire Cupid" on Infinity owes her life to you!
I'm Tealeaf, and I approve of this message.
See [URL="http://boards.cityofheroes.com/showthread.php?p=2134817#post2134817"]Useful Tagging for the good of the Forum[/URL], my guide to tags.
Huh, I didn't realize you wrote an MM guide, Strato. (A good one at that, I might mention.)
You have some interesting Drain Psyche slotting options, but I figure I'll throw mine out there:
2 Numinas (Heal/End/Rech, Heal/Rech)
1 Misc Heal (Heal/Rech)
2 Efficacy Adaptors (EndMod/Acc, EndMod/Acc/Rech)
1 Perfomance Shifter (EndMod/Acc/Rech)
Using lvl39s, that yields ~62% Acc/EndMod/Heal, 95% rech, and 19% end reduc.
Forgot to mention for sonic/mm that sonic's -resist increase the psy damage :P.
Also, i know you didnt mention purples, but you really should for world of confusion. The purple set for confuse is REALLY cheap, easily enough to use as if it wasnt a purple set.
For DP, this is how i have mine slotted.
3 numinas: heal, heal/rech, heal/end/rech
HH heal/end/rech
Efficacy adapter: acc/rech, end mod/acc/rech
Yields 41%ish acc, 37.65%end redux, 18.35% end mod, 93.1% heal, and maxed recharge. That's using level 35s btw, using level 50s would obviously make those higher. My sonic/mm build has 88% acc bonus as well so thats enough acc slotted in DP for me :P.
The bonuses are: 12% regen, and 3%max hp.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
The most clear cut guide I have run across. Thank you. I like your IO slotting options. I rolled an AR/MM and it has far exceeded my expectations.
Guardian
Hot Alix 50 Fire/Kin/Psy:Main
Mora Victory Tri-Ice Tanker
Jasper Stone 50 Emp/ Elec:1st hero
Lady Courage 32 BS/SR
Cleo Cat 50 Ill/Kin
Max Multiplicity 35 MM Thug/Traps
Ripoffs are tacky and taboo. Be original!!
Fantastic guide. The links to City of Data are especially handy and the rundown of primary synergy is great. 5 stars.
@Demobot
Also on Steam
I just rolled a Sonic\Mental Manipulation Blaster today, and I have a quick question, I noticed that after I attack with either Subdual or Mind Probe that there was a buff applied to my character. I right clicked on each of these buffs and correct me if I'm wrong, but it looked like a damage boost. Something like 8% for 8 seconds. The numbers could be off here, but both seemed to show a damage buff.
I mention this because, I don't know if all the powers provided this, but an 8% almost constant damage buff is considerable.
Am I way off here? or if I'm correct does this stack? Anyone? Or is this (mostly likely now that I'm thinking about it) the blaster defiance at work?
That's Defiance at work. It's the blaster inherent.
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I mention this because, I don't know if all the powers provided this, but an 8% almost constant damage buff is considerable.
Am I way off here? or if I'm correct does this stack? Anyone? Or is this (mostly likely now that I'm thinking about it) the blaster defiance at work?
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I highly recommend that all Blasters should use the Attributes Monitor to at least monitor your damage buff. Watch it go up and down as you fight.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Great guide Strato, it's made it on to my favorites and I plan on falling back on it constantly.
If I might add though, another set I've noticed that may be a good choice to slot in World of Confusion instead of Scirocco's Dervish is Coercive Persuasion. Even though it's a purple set it's much cheaper than Scirocco's and it comes with that Contagious Confusion Proc. It's a 10 second Mag 3 Confuse, but, it has a chance to go off 33% of the time, and since WoC is a melee range move you can stack it on several foes if you stay in melee range. Here are the numbers 5-slotted at level 50 with both set's procs slotted.
.::World of Confusion::.
Scirocco's Dervish: Acc/Dam, Dam/End, Dam/Rech, Acc/Rech, Lethal Damage Proc
~Accuracy: 53.00%
~Damage: 78.55%
~End. Redux.: 26.50%
~Recharge: 53.00%
~Lethal Damage Proc: 20% for 71.8 damage in PvE, 20% for 71.8 un-resistable damage in PvP
Two: Improves your Regeneration by 10%.
Three: Negative Energy Resistance increases by 3.13%.
Four: Accuracy of all your powers increases by 9%.
Five: Area of Effect Defense increases by 3.13%.
.::World of Confusion::.
Coercive Persuasion: Confused, Conf/Rech, Acc/Conf/Rech, Acc/Rech, Contagious Confusion Proc
~Accuracy: 59.62%
~Recharge: 89.92%
~Confusion: 96.89%
~Contagious Confusion Proc: 33% for 10 second Mag 3 confusion in PvE and PvP
Two: Recovery increases by 4%.
Three: Improves the duration of your Confuse effects by 4%.
Four: Improves the Damage of all your powers by 4%.
Five: Improves the Recharge of all your powers by 10%.
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Now, you're obviously slotting for two different things between the sets, and ultimately it's comes down to play style and preference, but, in my opinion Coercive Persuasion gives you more bang for your buck.
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Where's that Psi/MM guide? My Search-Fu is weak.
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Here you go.
'Lo, there do I see my father.
'Lo, there do I see my mother, and my sisters, and my brothers.
'Lo, there do I see the line of my people, back to the beginning.
'Lo, they do call to me.
They bid me take my place among them.
In the halls of Valhalla, where the brave may live forever.
Thank you for the guide. One quibble:
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Air Superiority is better than (Telekinetic Thrust) in every way
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I have a level 29 scrapper. He got Air Superiority at level 6. He loves it. It works superbly for him. It provides a small level of "soft" control without making him have to chase his targets all over tarnation.
However, I think it's easy to overstate the soft control benefits of Air Superiority. For instance -- to draw an example from the early game -- it provides almost no control over Slammers or other foes with a long recharge. Because while they're on the ground, their power is still recharging, and when they stand up, they can execute it immediately. It's a slightly different story against bosses, EB's, and AV's, who have more attacks they'd be executing during that time. And it's fabulous against slow-moving foes like Banished Pantheon Totems, who can't get up faster than AS recharges. But generally, I find that AS provides a moderate source of damage, a path to Flight, a situationally dependent amount of damage mitigation, and a really satisfying graphic of bad guys flying up into the air.
The major difference between Telekinetic Thrust and AS is knockback. KB can be a pain in the posterior for a scrapper or tanker, but for my BLASTER, that's EXACTLY what I want. I not only want that bad guy on his back (which AS provides), I want him to spend time flying backward, and more time taking the bus back to get me. I've found that with the right timing, I can generally keep one bad guy away all the time (assuming TT always hits), because TT can fire off at 7ft before the villain gets inside the usual melee range of 5ft, and so he is constantly flying back, without getting in a single shot. AND the animation is still pretty darn cool.
So, I'd hesitate to say that AS is superior in every way to TT. It depends on what you want, and for a blaster who is interested in range, I think TT is superior, because it helps keep that proximity buffer that mitigates the rough handling that comes from having too many ill-intentioned hooligans all up in your business.
Thank you for the guide. One quibble:
[ QUOTE ] Air Superiority is better than (Telekinetic Thrust) in every way [/ QUOTE ] The major difference between Telekinetic Thrust and AS is knockback. |
However, I'd say the key thing that makes Air Superiority so great, is the fact that you don't have to wait for the enemy to stand all the way up to knock him down again, you can just keep on smashing him in to the ground and doing the same little flip. Where as with KB, you have to wait until they stand back up or likely they wont ragdoll, they'll just fly away from you and land on their feet.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Have there been any updates to Mental Manipulation since this guide was published? I'm mostly wondering if Scare or World of Confusion have been improved.
I'm debating between a Sonic or Fire/Mental. I like the Siren's Song + Drain Psyche combo, but I think I hate the Sonic sounds. Fire appeals to me because I think Mental may offer the most status effects in its secondary, which the Fire primary could use the support of.
Thanks for eight fun years, Paragon.

Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Question. Are you going to put down your thoughts on Dual Pistols with MM?
Mental Manipulation – I will now turn the world pink. Ding.
Mental Manipulation works well both in melee and at range. It has a mixed bag of utility, so it can work with every primary in some way. It also layers with itself nicely, so although you won’t necessarily get one large effect, by using multiple powers you can get several medium size effects, which add up to substantial potential. In addition to Concentration, which is this set's name for Build Up, the other two stand-out, great powers in the set are Psychic Scream, a big cone damage power you get early and Drain Psyche, a PBAoE +Regen/+Recovery power which comes in right at level 20.
The set is versatile and one can choose powers that will fit almost all playstyle decsions. Want to range? Subdual, Telekinetic Thrust, Psychic Scream, Concentration, and Scare are available. Want to Melee? Subdual, Mind Probe, Telekinetic Thrust, Concentration, Drain Psyche, World of Confusion, and Psychic Shockwave fit that. Want controls? Subdual, Telekinetic Thrust, World of Confusion, Scare, and Psychic Shockwave are working for you. It adds a cone to compliment the primaries with cones. It has spherical PBAoEs which work well with the spheres in many primaries. You can use the knockback to help control bosses, as well as stack -recharge to keep their big hitters out of commision. You have a great endurance management tool in Drain Psyche, which also keeps your health up.
A note about the format of the powers guide:
Power Name (this is a link to the City of Data entry for the power) Level X (where X is the level at which the power becomes available) - Brief description of the power followed by some more in-depth details and some of my impressions and perhaps some advice on the power's use.
Early slotting – levels 1 - 17ish
Mid-level slotting – levels 18 - 35 ish
Late Slotting – levels 35+
Useful Sets - Some general set IO recomendations (and/or Hamis), geared towards the higher level (low level set slotting is mentioned in the lower level sections, but is not geared towards set bonuses, but instead power enhancing). Sometimes example slotting will follow. I do not include purple sets in this guide.
After all the power descriptions, I will give my take on the synergies between Mental Manipulation and the various primaries. Alright, onto the Powers:
Subdual Level 1 - Low Damage, Ranged Attack, with a good immobilize effect. While the overall damage is not bad, it is a slow DoT, so this will not be a very good power on low HP enemies once you get a few more attacks and get some slots. The power has an 80’ range, so you can keep the baddies quite a distance from you if you want. Also of note is that Subdual does not grant the target any knock resistance, so you can still use your knocks to great effect.
Early slotting – 1 or 2 Acc
Mid-level slotting – not recommended
Late Slotting – not recommended unless going with sets, although 1 range could put many enemies into the situation where they are unable to hurt you while you kill them with your own range attacks (if you slot range elsewhere as well).
Useful Sets – All of the below can grant decent to good enhancement of the power itself, as well as the set bonuses.
Mind Probe Level 2 – Moderate Damage, Melee Attack, with a decent –recharge effect and a sparkly, quick animation. This is lower damage than most other blaster melee attacks, but it packs a decent punch and is certainly helpful in taking out a Lt. or a Boss (or an especially high priority minion). The –recharge is especially useful on those tougher targets to slow down incoming damage. The recharge on the power is a nice low 8 seconds, so the power blooms early, when you can’t have a lot of recharge slotted.
Early Slotting – 2 Acc, 1 or 2 damage – Franken-slotting the cheaper low level IO sets for Acc/Dam is also a great way to go.
Mid-level Slotting – 1 or 2 Acc, 3 Dam, 1 Rech – (3 Smashing Haymaker and 2 Pounding Slugfest or 2 Bruising Blow around level 30 yield very good enhancing of the power along with decent set bonuses)
Late Slotting – What? You can't put seven slots into a power, sorry.
Useful sets – Melee sets are not as complicated as Range sets, Crushing Impact and Mako’s Bite are both good, and which you would choose depends on your priorites. 5 Crushing Impacts yield great enhancing as well as the good +recharge. 4 Mako’s Bites + 2 Pounding Slugfests is also a nice slotting scheme.
Telekinetic Thrust Level 4 – Low Damage, Melee Attack, with a big knockback. This is a decent control power, but the animation time is pretty long. If you want a control power, this will do the job, and with some recharge slotting you can juggle bosses reasonably well. Air Superiority is better than this power in every way, if you can spare the pool. Telekinetic Thrust will give you time to use a snipe while the enemy tries to get up.
Early Slotting – 1 or 2 Acc
Mid-level Slotting – not recommended unless you want KB protection from slotting 4 Kinetic Crashes.
Late Slotting – same as mid-level
Useful sets – Kinetic Crash will get you mag 3 KB protection at 4 slots and +7.5% Rech if you go all the way to six slots. Also see Mind Probe above if you want to consider using this power as a mule for the set bonuses from either Mako’s Bite or Crushing Impact.
Psychic Scream Level 10 – Moderate damage, Range Cone Attack, with a great -recharge effect. The 60 foot base range on this cone makes it very easy to get a large swath of enemies inside its AoE. It has a relatively quick recharge and low end cost for its damage level. This is one of the best powers in the set, although you can make a successful build without it. (Have I mentioned that Mental Manipulation is versatile and compliments a variety of styles depending on power choices?
Early slotting – 1 or 2 Acc, 2 Dam – Franken-slotting Air Bursts with Common IOs can work wonderfully.
Mid-level slotting – Get it six slotted. 1 or 2 Acc, 3 Dam, 1 Rech, maybe 1 End Red - Franken-slotting Air Bursts, Detonations, and the cheaper Posi’s works very well.
Late Slotting – You already slotted this by now, upgrade (to) set IOs if desired.
Useful Sets – You could slot Posi’s Blast or Posi’s Blast. I like 5 Posi’s (all but the Dam/End) and 1 common Recharge IO. Detonations are inexpensive though, and Franken-slotting can yield great enhancement of the power, if you don’t care about the set bonuses. Centrioles (Dam/Range Hamis) are also useful here.
Concentration Level 16 – It’s Build Up. Not only do you want it, you want to remember to use it as often as it recharges (give or take 5 or 6 seconds,
Early slotting – 1 recharge, I prefer slotting my attacks before this buff.
Mid-level slotting – 2 or 3 recharge, you can consider some of the sets as desired
Late Slotting – 2 to 4 slots total, Recharge is your priority
Useful Sets – The To-hit Buff sets are pretty decent as are the Hami’s you would use here.
Drain Psyche Level 20 – PBAoE Attack (no damage) which debuffs foe regen and recovery while greatly increasing your own regen and recovery. This has a fast and sparkly animation and will help you fill up both your green and blue bars. You have to run into melee and center yourself in a nice big spawn to get maximum effect, but under most circumstances hitting even just 3 or 4 enemies will be fine. I highly recommend taking this power, it is useful for almost every playstyle. This power can replace Stamina and/or other endurance saving techniques or it can compliment Stamina so you have nigh on endless endurance. If you slot for End Mod, and use this just before a nuke in a large enough crowd of baddies, you can negate the –recovery and start recovering endurance right after your nuke, although I do not recommend bothering to go that route. The –regen is also useful against tougher targets, and the –recovery can be useful if you have Electric as your primary.
Mid-level slotting – 1 Acc, 2 or 3 recharge, 1 or 2 Heal – Franken-slotting the cheaper Heal sets (Heal/Recharge and Heal/End/Recharge) is a good idea, you can skip the Acc if you plan to generally use Aim or Concentration beforehand
Late Slotting – 1 Acc, 3 Rec, 2 Heal
Useful Sets – This power has a lot of set options between Heal and End Mod sets. You can mix and match for some very nice set bonuses, while maxing out your heal and recharge enhancing or you can mix and match to get really good values for many of the things you can enhance.
World of Confusion Level 28 – PBAoE toggle, Minion Confuse, Negligible Damage, surrounds you in the pink bubble. This is not a damage aura; think of it more like a defense toggle. Some attacks will not be aimed at you or your team, because the confused enemy will shoot his friends instead. Without slotting, this power does not work well, so do not judge it before slotting. The confuse portion hits at a penalty, so this power requires good Acc slotting. The power only ticks every 4 seconds, and the confuse lasts 1.5 seconds, so it also needs good Confuse slotting. Once slotted with at least 2 Acc and 2 Confuse, you should notice a reduction in incoming minion attacks. This power is very playstyle dependent, and in many ways does not mix well with range attacks. Another problem is this power is really only useful vs. minons, and many blasters will have them destroyed so fast, that this power can become somewhat irrelevant. You will have to make your own choice about this power. I would take it on some builds, but skip it on others (an Elec/Mental who plans on sticking with a lot of melee and make use of the PBAoEs will see some decent use out of this, for example). The size of this effect is a bit small (a mere 8 foot radius), further limiting its usefulness. World of Confusion uses very little endurance, so at least that is not a concern.
Mid-level slotting – 2 Acc, 2 Confuse
Late Slotting – 2 Acc, 3 Confuse
Useful Sets – There are not a whole lot of Confuse sets, so its not all that hard to choose what you want to do. While slotting the power for damage is useless (since it is very low damage on a 4 second tick), you could choose to use it as a place to put the PBAoE damage sets, if there are any set bonuses there you really want.
Scare Level 35 – Range Attack (no damage), Terrorize. Boo! Another single target control power, this one makes your target tremble in fear. If that foe gets struck, he will be able to make a return attack (or move for a bit) before returning to his trembling, so this power is best used on someone you want to deal with later. Throw it at a mezzer or pet summoner and deal with the rest of the spawn before coming back to that target. The duration is short though, so until you get some slots in it you have to be alert, because it will not take your target out of the fight very long. My opinion of this power is not high. Its duration is too short, its recharge is too long, and its end cost is too high for what it does. If you feel the need for a range control power and can’t get it from your primary or your ancillary, then this will function in that role.
Mid-level slotting – 1 Acc
Late Slotting – 1 or 2 Acc, 3 Fear, 1 Rech
Useful Sets –
Psychic Shockwave Level 38 – Moderate Damage, PBAoE Attack, has a great –recharge effect and a small chance for a brief minion stun. The animation is nice, the radius is good at 15 feet, and the end cost is reasonably low. More AoE damage is very rarely a bad thing and the –recharge lasts a long time, so this power really helps against bosses and with its lowish end cost (for an AoE), it is not unreasonable to use it against a tough target even if there are no other enemies around.
Late Slotting – 1 or 2 Acc, 3 Dam, 1 Rech, maybe 1 End Red
Useful Sets – You want to max out your damage, so you will generally want to stick with the PBAoE damage sets.
Synergies with Primaries:
This section is going to point out various ways you can stack or layer effects (including damage) from the different primaries with Mental Manipulation.
Archery - Fistful of Arrows + Psychic Scream are two great cone attacks, with good range, that you get early so you can put out some good AoE damage. Fistful recharges quickly, so you can often get to use it twice on a spawn in the early levels. Blazing Arrow + Mind Probe is a good combination to help take out Lts quickly. Rain of Arrows, charge center of spawn, Drain Psyche+PSW is a great combo to lay out damage on the spawn and recover any health you lose.
Assault Rifle - Psychic Scream + Buckshot gives good early AoE output, and adding Flamethrower at 18 shoots you through the roof. Subdual + Ignite is devastating to single targets. Two decent AoE knockback powers can help delay damage to let the +regen from Drain Psyche work better.
Electrical Blast - Mind Probe adds another single target attack. Psychic Scream + Ball Lightning gives good range AoE output. Short Circuit, Ball Lightning, and Psychic Shockwave is a great PBAoE combo, add Drain Psyche in there to keep your health and endurance up. For those wanting a sapper build, I have found that Drain Psyche doesn't help as much Power Sink or Power Boost. It can help against bosses, where the fight normally takes long enough to get that second Short Circuit off, but at that point, you probably didn't need the -recovery from Drain Psyche anyway.
Energy Blast - Psychic Scream (notice a trend?
Fire Blast - Fire Breath + Fire Ball + Psychic Scream is stunning AoE output available early. That 3 power combo allows you to mow down minions even without Aim or Concentration (Lts. are at about half health). With Aim or Concentration, Lts. are a single target attack away from defeat. Blaze + Mind Probe is a good combination to help take out Lts quickly. Drain Psyche + Rain of Fire + Fireball + Psychic Shockwave is a great late game combo. Rain of Fire's scatter effect can be used to help stagger incoming damage, and that can help the +regen of Drain Psyche keep you standing.
Ice Blast - The slows from Ice stack really well with the -recharge from Mental. Frost Breath + Psychic Scream is good AoE damage early and the combo is devastating AoE -recharge. Toss Ice Storm in, as available, for even more slow power and a scatter effect. Bitter Ice Blast + Mind Probe is a good combination to help take out Lts quickly and stacks good -recharge for helping with bosses. The holds in the primary add even more control options and can allow you to shut down entire spawns if you want more controllery play.
Psychic Blast - The -recharge from Psychic stacks really well with the -recharge from Mental. Psionic Tornado + Psychic Scream is brutal AoE -recharge. Psychic Blast's lack of AoEs can be covered by the plethora of AoE in Mental. Like with Ice, you can put out a lot of single target control with this combination. The Knock Up from Psionic Tornado can be useful to set-up Drain Psyche + Psyshic Shockwave as well as staggering incoming attacks.
Sonic Attack - Howl + Psychic Scream are two cone attacks, with good range, that you get early so you can put out some decent AoE damage. Shockwave gives you a ton of control that you can utilize to get the above combo off more easily. Siren's Song is a wide cone and can sleep the spawn and give you plenty of time to get in for Drain Psyche (which does not wake sleepers) and set up the rest of your battle plan. Shout + Mind Probe is a good combination to help take out Lts quickly. The knockback staggers incoming damage, allowing Drain Psyche time to work and Siren's Song is a great time out as needed.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.