Mind/FF Feedback Wanted
30 Views, 0 Replies?! Surely someone must have some thoughts on this. LOL.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
I didn't really have time earlier. My thoughts were that if you expect to team at all, you need the two ally bubbles. I took the Smashing-Lethal one in lower levels, and the other in my 20's. While my Mind/FF mainly solos, it is very nice to have those two powers for teams.
I haven't fit in aid Self yet -- with PFF, I almost never die -- may have to run away sometimes, but I don't die.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
OK, here are a few thoghts:
PFF: You want some Recharge in that so you can pop out of it, do some fighting, then pop back into it. You can actually do some herding with PFF.
Confuse: I would replace that last Confuse with a Recharge. I actually slot Confuse with 2 acc, 2 conf, 2 rech.
Total Dom also gets the 2 Acc, 2 Hold, 2 rech treatment. The third Acc is mostly wasted.
Dispersion Bubble: This is YOUR only defense. 3 Defense, 1-2 EndRdx.
Aid Self: If you want to use it as a battlefield heal, 2 IntRpt, 3 Heal, 1 Rech. Only DoT will stop you from using it most of the time.
Mass Confusion: 2 Acc, 2 Conf, 2 Rech. With your slotting, it won't last very long.
I'm not a big fan of the Psi Pool for a Mind/FF Controller. First, getting a different kind of damage is good for those Psi-resistant foes, like robots. Second, you want a Defense-based shield to stack with Dispersion Bubble. Third, getting a set with a heal and/or Endurance Recovery is a good idea to fill in one of your holes. You may not need Aid Self with the Right APP. I like Ice, as it has Hibernate as an emergency Heal and EndRecovery, a cone attack to match your cone in Terrify, and Defense-based shields. Primal is a nice choice if you mainly want to boost the duration of Mass Confusion or Terrify. Earth has a great heal in Earth's Embrace, a defense-based (but ugly) shield and some other nice powers.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Well your post is very confusing for me.
You mention you enjoyed being a Mind Control/FF controller, a character I might add that would specialise in supreme control and player buffs. Yet you then go on to say you feel useless because you do zero damage and mass hypnosis, total domination and telekinesis do no damage? The whole point of those powers is not to do damage, they have far greater utility. Surely you don't expect controllers to have heavy AoE in their AoE controls?
Lets just get one thing clear, a Mind/FF controller is never going to be about bringing large amounts of damage to a team. Just because groups like to storm through packs of mobs, doesn't mean you should discount your ability to shield your allies and lockdown the mobs. Mass hypnosis is far from useless in this setting, but that is a whole different arguement.
Now personally I slot my single target attacks for damage and use my AE attacks for control, but I tend to solo 90% of the time and only team occasionally. However I've never found myself lacking in control on any team I've been on.
As for slotting and powers:
Confuse: Doesn't need that many slots in my experience, you only really need an accuarcy or perhaps 2 at the most.
Mass Hypnosis: I would swap the range for a sleep
Total Domination: go for Acc/Acc/Hold/Hold/Rech/Rech
Terrify: That is good for damage, but if you want control get to recharges in there atleast
Mass Confusion: Personally I think 3 Acc is overkill.
I don't have much knowledge on the rest, but you should really try and include repulsion bomb.
Actually I just saw, you are missing deflection and insulation shield. What are you thinking!
You can slot Mesmerize and Levitate for damage, dominate is debatable, some people slot it for damage and some like to slot it as a hold, while other take the middle road and do a little of both with IO/HO mixing.
Terrify can be slotted for damage, the fear lasts long enough without enhancing and the power itself can be made perma with enough recharge.
But that's all there is to your damage output in your core powers, you can supplement them with pool powers (I don't really recommend it if you are building with IO sets, the pool attacks are pretty poor to waste slots on), or you can wait till the epics and pick up some more attacks. You are still not going to be that offensive juggernaut on teams but it's enough to solo on invincible with little problems.
If you are going to invest in IOs then you can build towards soft caping defense, like my mind/ff, who has 50% smashing/lethal def, 46% ranged, and almost 45% psi defense.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Mujtamuun: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Hold%(13), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Dmg/Rchg(36)
Level 1: Personal Force Field -- Krma-ResKB(A)
Level 2: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(5), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx/Rchg(25), RedFtn-Def(34), RedFtn-EndRdx(42)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(7), Mlais-Dam%(37), Mlais-Conf/Rng(42)
Level 8: Levitate -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37), Apoc-Dmg/Rchg(50)
Level 10: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(48)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(43)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(27), P'Shift-EndMod/Acc(29)
Level 24: Boxing -- Acc-I(A)
Level 26: Terrify -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/Rchg(50)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(29)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx/Rchg(36), RedFtn-EndRdx(40)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(36), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-Build%(43)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
Level 41: Hurl Boulder -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46), Dev'n-Dmg/EndRdx(48)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Earth's Embrace -- RechRdx-I(A), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Personally I would try something more like this:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Test: Level 48 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Levitate -- Acc-I(A), Acc-I(9), Dmg-I(11), Dmg-I(13), Dmg-I(13), RechRdx-I(15)
Level 1: Personal Force Field -- RechRdx-I(A)
Level 2: Dominate -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), Hold-I(5), RechRdx-I(7)
Level 4: Deflection Shield -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(9)
Level 6: Confuse -- Acc-I(A)
Level 8: Swift -- Run-I(A)
Level 10: Mass Hypnosis -- Acc-I(A), Acc-I(11), Sleep-I(15), RechRdx-I(19), RechRdx-I(19)
Level 12: Hover -- EndRdx-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Insulation Shield -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Total Domination -- Acc-I(A), Acc-I(23), Hold-I(23), Hold-I(25), RechRdx-I(25), RechRdx-I(27)
Level 24: Dispersion Bubble -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(29)
Level 26: Terrify -- Acc-I(A), Acc-I(29), Dmg-I(31), Dmg-I(31), Dmg-I(31), RechRdx-I(33)
Level 28: Mesmerize -- Acc-I(A), Acc-I(34), Dmg-I(37), Dmg-I(39), Dmg-I(39), RechRdx-I(39)
Level 30: Telekinesis -- EndRdx-I(A), EndRdx-I(40)
Level 32: Mass Confusion -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(34), Conf-I(34), RechRdx-I(40)
Level 35: Repulsion Bomb -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37), RechRdx-I(37)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Indomitable Will -- RechRdx-I(A)
Level 44: Mind Over Body -- ResDam-I(A)
Level 47: Psionic Tornado -- Acc-I(A)
Level 49: Force Bolt -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
I've left the 41+ slots and powers for your discretion. This build will give you great control, great support and good damage. If I was to make a Mind/FF, this would be how I would do it.
I've always find Mass Hypnosis useful. For example, softening the alpha strike from a mob, give them the Mass Hypnosis/Total Domination combo without worrying about return fire from those you miss with the hold. Also, great for chilling out an ambush or an over-aggro'ed mob or setting up containment for Terrify. On a team without a tank, mind feels even more useful with its aggro free controls to take out the alpha strike.
As for damage, I've heard it said you need to leverage big mobs with mass confusion. In fact, I'm surprised someone hasn't popped in yet to comment on it.
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I've always find Mass Hypnosis useful. For example, softening the alpha strike from a mob, give them the Mass Hypnosis/Total Domination combo without worrying about return fire from those you miss with the hold. Also, great for chilling out an ambush or an over-aggro'ed mob or setting up containment for Terrify. On a team without a tank, mind feels even more useful with its aggro free controls to take out the alpha strike.
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This a thousand times. My mass hypnosis has a little over 20 second recharge, you can throw it around all over the place for everything you just described. It is easily one of my favourite powers of the whole set.
As a /storm it is also great for using with thunderclap.
As far as the bubbles go: "My mindset is that if he can't be worth a damn, damage wise then everything he does (Epic excluded) will be control."
I stated enjoying Mind/FF only pre-teens and completely hating it at the 20's. Total Domination and Mass Confusion have terrible accuracy, hence the added Acc IO. The Psionic Epic isn't really going anywhere because the character was designed to be a telepath. I don't expect controllers to have blaster style AoE damage, but as far I've noticed, only Mind is so horrid at any sort of AoE damage. I don't see myself spending on HOs or sets until I'm convinced it's worth getting to 50.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
[ QUOTE ]
As far as the bubbles go: "My mindset is that if he can't be worth a damn, damage wise then everything he does (Epic excluded) will be control."
I stated enjoying Mind/FF only pre-teens and completely hating it at the 20's. Total Domination and Mass Confusion have terrible accuracy, hence the added Acc IO. The Psionic Epic isn't really going anywhere because the character was designed to be a telepath. I don't expect controllers to have blaster style AoE damage, but as far I've noticed, only Mind is so horrid at any sort of AoE damage. I don't see myself spending on HOs or sets until I'm convinced it's worth getting to 50.
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Honestly? Play a dominator and prepare for Going Rogue. If you mean that first sentence literally, then controllers are not for you - they have an entire secondary that is neither control nor damage.
Err... Not quite. *Points to the 50 Fire/Kin in my signature.*
Other controller powersets have interested me as well, but I typically create my characters for concept reasons. In this case, I just have an issue with what is offered from Mind/. To not have anything offered damage after Level 6 until Level 26 is just insane to me. So, I plan to use the controls offered from the secondary.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
[ QUOTE ]
I don't expect controllers to have blaster style AoE damage, but as far I've noticed, only Mind is so horrid at any sort of AoE damage.
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If you come from Fire/Kin background that's not a surprise.
Not really many controllers are good with AOE damage, Fire with Hotfeet and Plant to some extent with its AOE Immob+Creepers but really controllers are not especially built for AOE damage, they are a lot more single target focused in the damage department.
After that there are epic pools that do provide some AOE damage options.
[ QUOTE ]
As far as the bubbles go: "My mindset is that if he can't be worth a damn, damage wise then everything he does (Epic excluded) will be control."
I stated enjoying Mind/FF only pre-teens and completely hating it at the 20's. Total Domination and Mass Confusion have terrible accuracy, hence the added Acc IO. The Psionic Epic isn't really going anywhere because the character was designed to be a telepath. I don't expect controllers to have blaster style AoE damage, but as far I've noticed, only Mind is so horrid at any sort of AoE damage. I don't see myself spending on HOs or sets until I'm convinced it's worth getting to 50.
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Well, going with "concept" generally means that you will give up some on effectiveness. Nothing wrong with that at all as long as it is fun for you.
I find that Mind is pretty strong in lower levels, then it flattens out on damage in the upper 20's. At 32, once you begin to leverage the "damage" caused by confusing foes, the damage picks up, but it doesn't quite get as good as other controllers who get a big jump up at 32 with their pets.
The "terrible" accuracy is the standard 20% AoE accuracy penalty, and two Accuracy enhancements pretty much cover it. Using more than two will be a waste most of the time, as there is a 95% accuracy cap. Two puts you at that cap for all but foes that are at a much higher level. Simply because it is an AoE, you will miss a certain percentage -- the game was set up that way.
But Mind Controllers have a bit of an advantage there. Mind has two AoE and one single target controls that cause no aggro. Most controllers get clobbered by the foes who are not held, but Mind can use Mass Hypnosis, Mass Confusion and Confuse without fear of drawing a response. That gives you a chance to use Confuse your single target controls on the ones missed before drawing aggro.
Mind has really two AoE damage powers -- Terrify and Mass Confusion. You don't get either until the upper levels. Comparing it to Fire/Kin is no comparison, as Fire/Kin's entire focus is on AoE Damage + Control. Mind's focus is on control and confusion. Plus, you have the secondary that does less to boost your damage than any other secondary. No Resistance Debuffs, no Damage buffs and only one damage power. If you are looking for damage from your secondary, Storm has a Resistance Debuff at 16, and the two best damage powers at 35 and 38. TA has a good damage power at 35 and lots two powers that debuff Resistance. Rad has Debuffs and a damage buff (and Fallout for damage, but it is hard to count that). Sonic has large Resistance Debuffs.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Whoa, Accuracy is capped at 95? Honestly, I was never aware of this. The accuracy/defense formulas always bored me. I just knew the 45% defense soft cap. So, does having accuracy above 100 play no role with high defense enemies?
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
[ QUOTE ]
Whoa, Accuracy is capped at 95? Honestly, I was never aware of this. The accuracy/defense formulas always bored me. I just knew the 45% defense soft cap. So, does having accuracy above 100 play no role with high defense enemies?
[/ QUOTE ]
Here's the best Guide to ToHit, Accuracy and Defense that I know of. I think Arcanaville has a direct pipeline to the Devs.
In effect, you inherently get 75% to hit chance on even level minions. (Foes get an inherent 50% chance to hit you.) Each level up decreases that chance for you to hit a foe, and any accuracy increases the chance . . . but it is all limited by a 95% cap. No matter how good your defense is, the foes always have a 5% chance to hit you. (That's why you occasionally get hit while in PFF.) No matter how excessive your accuracy, you have, at best, a 95% chance to hit and a 5% chance to miss. So, any accuracy that takes you over 95% will only benefit you when going against higher level foes, and there is a point at which that accuracy is wasted.
The 45% "softcap" for Defense is because anything over 45% is often wasted . . . but not always against higher level foes. The 50% chance to hit you, plus 45% Defense, puts you at the 95% cap, but the numbers vary depending upon the level of the foe. That's why it is called a "soft" cap.
The bottom line: Two accuracy is pretty much all you want to slot. In some powers with an accuracy bonus, or if you have enough Global Accuracy, one may be enough. Some powers, like Storm's Lightning Storm, have such high inherent accuracy that no accuracy is really needed.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
If you think the set is weak simply don't play it. My only real gripe with Mind is that my AOE attack (Terrify) lowers the damage of my other AOE attack (Mass Confusion).
Mind has the best ST attack chain of the controllers, though with FF you are lacking an immobilize to set up containment on AV's.
Another option is take a different secondary, as FF is the lowest damage secondary there is for controllers (I think, hard to imagine anything lower).
If you want a game that gives you enough freedom to make the powersets do exactly what you want them do, then you are going to be waiting a long time. A certain competitor of CoH will get you closer, but still far from all the way.
When I began playing this game in mid-late 2007, there were two characters I wanted to create. One was solar-energy projector with super-strength/invulnerability that would teleport as he fought. To this end, I wound up creating a Fire/Fire/Flame Blaster which I found way too squishy and mainly replaced him with a Willpower/Fire Tanker. However, I still got the blaster to 50.
The second character was a telepath comparable to Jean Grey or Nate Grey. Mind Control with telepathic blasts. Finding out this was only possible villain side left me pretty pissed and I created a Mind/FF. In the pre-teens, I really loved this character, but by the time he hit his 20s, these power-sets really began to piss me off. I'm not a solo player. I'm always on a team. Most teams I join prefer to tear through enemies at a rapid pace, demolishing everything that moves. Considering this, Mass Hypnosis is typically extremely useless. It does zero damage. 1 second effect under these circumstances. Telekinesis? Zero damage. Total Domination? Zero damage. Long recharge. Again large mobs, I bring nothing to the table offensively.
Ultimately, I wound up creating a Psi/MM Blaster out of curiosity and find it to be much more fun and useful on teams. I've gotten several others characters to 50, the Psi blaster included, but I've haven't been able to enjoy using this character long enough to bring him to that plateau. To that, I created a new build for him. My mindset is that if he can't be worth a damn, damage wise then everything he does (Epic excluded) will be control.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Mesmerize -- Dmg-I:50(A), Acc-I:50(3), Dmg-I:50(5), Dmg-I:50(13), Acc-I:50(17), RechRdx-I:50(37)
Level 1: Personal Force Field -- DefBuff-I:50(A)
Level 2: Levitate -- Dmg-I:50(A), Acc-I:50(3), Dmg-I:50(9), Dmg-I:50(13), Acc-I:50(23), RechRdx-I:50(37)
Level 4: Dominate -- Hold-I:50(A), Acc-I:50(5), Hold-I:50(7), Dmg-I:50(15), Dmg-I:50(25), RechRdx-I:50(39)
Level 6: Confuse -- Conf-I:50(A), Acc-I:50(7), Conf-I:50(11), Acc-I:50(15), Conf-I:50(25)
Level 8: Mass Hypnosis -- Acc-I:50(A), Acc-I:50(9), Range-I:50(11), RechRdx-I:50(17), RechRdx-I:50(29)
Level 10: Combat Jumping -- DefBuff-I:50(A)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(46), Zephyr-Travel:50(46)
Level 16: Health -- Heal-I:50(A), Heal-I:50(19), Mrcl-Rcvry+:40(50)
Level 18: Total Domination -- Acc-I:50(A), Acc-I:50(19), Acc-I:50(21), Hold-I:50(27), RechRdx-I:50(33)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(23)
Level 22: Dispersion Bubble -- DefBuff-I:50(A), EndRdx-I:50(43)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(37)
Level 26: Terrify -- Dmg-I:50(A), Acc-I:50(27), Dmg-I:50(29), Dmg-I:50(31), Acc-I:50(33), RechRdx-I:50(40)
Level 28: Stimulant -- RechRdx-I:50(A)
Level 30: Aid Self -- Heal-I:50(A), Heal-I:50(31), RechRdx-I:50(31), Heal-I:50(33), RechRdx-I:50(34), RechRdx-I:50(40)
Level 32: Mass Confusion -- Acc-I:50(A), Acc-I:50(34), Acc-I:50(34), RechRdx-I:50(36), RechRdx-I:50(39)
Level 35: Telekinesis -- EndRdx-I:50(A), EndRdx-I:50(36), EndRdx-I:50(39)
Level 38: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(40), EndRdx-I:50(46)
Level 41: Mental Blast -- Dmg-I:50(A), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(42), Acc-I:50(43), RechRdx-I:50(43)
Level 44: Mind Over Body -- ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45), EndRdx-I:50(45)
Level 47: Psionic Tornado -- Dmg-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48), Acc-I:50(50), RechRdx-I:50(50)
Level 49: Detention Field -- Acc-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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|1E550154825883AB40B139F915E42015495265908ADD1624A 1A184AADC72067DA5E|
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|8418C20C118628438C21CE906448316419DE30CCFF0163BCE 5E2|
|-------------------------------------------------------------------|</pre><hr />
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender