Mind/Rad solo advice


Joy_Division

 

Posted

I'm in need of yet another alt, and I'm seriously considering putting in some time with a mind/rad. I've never played either part, and am less familiar with rad than mind.

I'd like to think that while slow moving, I should be able to handle difficulty 5 missions post SO's, do some serious EB damage, and maybe even solo mission instanced AV's.

I'm not perma solo, but I do solo about 75% of the time.

Not interested in sets right now, just playstyle and power advice.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Levitate -- EndRdx-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(43), Heal-I(43)
Level 2: Radiation Infection -- EndRdx-I(A), DefDeb-I(3), ToHitDeb-I(15), DefDeb-I(19), ToHitDeb-I(31), DefDeb-I(34)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(9), EndMod-I(19), EndMod-I(27)
Level 6: Dominate -- Acc-I(A), Hold-I(7), Hold-I(31), Hold-I(31)
Level 8: Mass Hypnosis -- Sleep-I(A), Sleep-I(9), Acc-I(27)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Air Superiority -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15)
Level 14: Fly -- Empty(A)
Level 16: Telekinesis -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(17), RechRdx-I(23), RechRdx-I(23), RechRdx-I(43)
Level 18: Swift -- Empty(A)
Level 20: Lingering Radiation -- Acc-I(A), Acc-I(21), RechRdx-I(21), RechRdx-I(25), RechRdx-I(25)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(46)
Level 24: Health -- Heal-I(A)
Level 26: Total Domination -- Acc-I(A), RechRdx-I(29), RechRdx-I(34), RechRdx-I(34), Hold-I(37), Hold-I(37)
Level 28: Stamina -- EndMod-I(A)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(46), EndRdx-I(46)
Level 32: Tactics -- ToHit-I(A), ToHit-I(33), ToHit-I(33), EndRdx-I(33)
Level 35: Terrify -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), Fear-I(37), Fear-I(40)
Level 38: EM Pulse -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40), Hold-I(40)
Level 41: Fire Blast -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42)
Level 44: Fire Ball -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45)
Level 47: Maneuvers -- EndRdx-I(A), DefBuff-I(48), DefBuff-I(48), DefBuff-I(48), EndRdx-I(50)
Level 49: Mutation -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

If I'm not mistaken, most enemies are not immune to Confuse/Sleep/Fear soft controls. This is what Mind excels in and coupled with smart use of the debuff AoE toggle powers (Radiation Infection and Enervating Field) you can keep enemies at bay.

I can't say much about your build since I haven't gotten my Mind/Rad anywhere above her teens, but from my Lv50 Ice/Rad, I know that Choking Cloud can be very helpful in combination with the other tools in the Radiation Emission set.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

According to mids CC is a mag 2 hold 50% chance and mag 1 hold 80% chance for under 8 seconds each with .83 end use. It seems a bit counterproductive to burn that much endurance waiting for the holds to maybe stack, when I'll have so many other holds available by then. I'm planning on relying mostly on Mass Hyp to keep the larger spawns mezzed while I ST my way through. Sands of the Mu generally only hits 3-4 gathered target, and I'll have mezzes for them.

But I don't have any experiance with it, so I don't know.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

Uh you left out 2 of the best powers that mind has.

Mesmerize and confuse.

If you're soloing 75% of the time, just remember that the Mesmerize can single target sleep most of the enemies you encounter. In one shot. That includes AVs. Very handy for setting up your rad debuffs on an enemy and chain sleeping them. Most of the time you won't even need to hold them.

As well, the single target confuse is your best friend. You can pretty much use any old enemy as your pet in order to get around the more difficult encounters. As well, confuse is aggro free.

Both the powers you skipped can be fitted with the purple sets for confuse and sleep. Both are relatively cheap, so you should be able to find a decently slotted set for little cost. The procs may not be the best, but you'd be surprised at how much utility you get out of the confuse set. The set bonuses are nothing to sneeze at either.

You have speed pool, flight pool and leadership pool. I'd recommend eliminating leadership unless you are gunning for vengeance (more on that later). I'd also change up so you have hasten, super speed and hover. A 4 slotted air superiority and unslotted fly is kind of a waste, imo. I'd use super speed with a stealth IO in sprint to get ghetto invisibility.

Health and stamina only have 1 slot. Slot them with procs or more IOs. I'd take hurdle over swift any day, especially if you want to skip hover (depends on if you have a jump pack or raptor pack, but I tend to stay away from fly unless you have a specific theme in mind).

You've taken EM Pulse, so I'd make sure you put a performance shifter proc in Stamina at the very least.

You have the leadership pools without vengeance. You also have taken Mutation as a level 49 power. 25% of the time you'll be teamed. Mutate works and I'd suggest taking it earlier. If you're not going after vengeance drop leadership entirely. It is that good.

I'd highly recommend an armor if you're taking the APP. Usually 3 of the 4/5 APP powers are really good too.


 

Posted

The thing is, if you spend 1 endurance-unit to maintain a power that can potentially (and possibly consistently) hold several minions and you get that in your secondary power-set, this means an extra hold power on top of what your primary gives you.

Seeing as Controllers are about crowd control and debuffs more than about DPS, I view this as another tool that helps my job quite a bit. My experience with Choking Cloud does come though from my Ice/Rad Controller where Choking Cloud and Arctic Air and Ice Slick synergize nicely and allow me to follow up with Glacier which holds everything around me anyway, so for you the synergy may be completely missing.

I would still consider taking Choking Cloud and testing it out (even on the Test Server) for a few levels to see if it's helpful. I can imagine that opening with Mass Hypnosis and having Choking Cloud on would probably take care of an Alpha Strike and the several mobs that do aggro on you could be handled with Terrify until such time as the Choking Cloud may stack on them.

In essence, Mind Control offers you plenty of soft-control tools to confuse, terrify or sleep your enemies, but no tools to make a bunch of them actually stay where they are and yet let you damage them, since you have no immobilize and AoE hard-holds. Choking Cloud may be the only tool that can provide this level of control, if you're willing to turn it on and dance among the mobs!


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

I'll defintely check it on test.

Mass hyp doesn't draw aggro, and telekinesis and total domination are both aoe holds. You can grab a spawn that's been Mass Hyp'd with tk, push it into a corner, and leave it up (it's a toggle) and do whatever you want until you're OOE.
If you drop it while Mass Hyp is still in effect, you don't even break the sleep because it doesn't do damage. (At least that's how I remember the Mind troller I used to team with doing it.)

Total Dom's drawback is the recharge, 80s even with Hasten and AM.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

Sorry, forgot about TD, and about TK, I've seen how it can get out of hand and when it breaks because mobs get out of range, it can get nasty.

Thing is, I'd never say no to another AoE Hold, and frankenslotted, CC worked wonders for my Ice/Rad, usually just by itself or in combination with the Rad debuffs.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Thanks for you're feedback. I'll definetly put them in an alternate build and see how I like.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

If you intend to solo, you'll want Mesmerize. Mass Hypnosis, then Dominate one mob and Mesmerize the others. Cycle Dom/Lev/Mes. Rinse and repeat.

Where is Confuse and Mass Confusion? You want both of those. Move Terrify to 26.

Drop leadership - you're skipping too many good powers.


 

Posted

OK, so you are looking for a Mind/Rad that mostly solos . . .

First, if you want a TON of information on the Rad secondary, take a look at my Earth/Rad guide, linked in my sig. It has a section on strategy of using your Rad anchors and a lot of discussion on the Rad secondary. I have played a LOT of Rad, including 3 of my first 4 level 50s were Ill/Rad, Fire/Rad and Earth/Rad.

For Mind/Rad, I found it to be a tight build. Mind has only one power that is somewhat skippable, but can be useful -- Telekinesis is a situational power that can be quite effective, but you can live without it if you have to. Rad has three that I would suggest skipping for a solo build -- Fallout, Mutation and Choking Cloud. My guide talks a fair amount about Choking Cloud -- I love it on my Fire/Rad, but Mind doesn't have the kind of back-up to make Choking Cloud very effective. Mind is generally a ranged controller, and you don't need a PB AoE toggle that works only some of the time and takes a while to hit. You have better ways to spend your endurance.

Dominate-Mezmirize-Levitate is the key to a solo Mind Controller. With those three, you have a nice attack chain very early in the build. Take all three immediately. Slot Lev and Mez as pure attacks (1 Acc, 3 Dam to start, add a second Acc when you can), and Dom should be slotted with some damage, too. (I like 2 Acc, 1 Rech, 1 Hold, 2 Dam.)

Confuse is an awesome power. Because it generates no aggro, you can easily stack it on any boss and take it out of the fight even before the fight begins. You can turn any foes with mez powers into your assistants. You can sometimes get a buff. Solo, Confuse can make the standard 2-3 foes into an easy fight -- Confuse two, then use your Dom-Mez-Lev to take out the one left., refreshing Confuse as needed. Just make sure you do some damage to any foes attacked by the confused foe, and you will get more XP than you earn.

Solo, Mass Hypnosis is wonderful, too. It also generates no aggro, so you can put a group to sleep and then pick them off one by one. It also works great to set up Containment for Terrorize slotted as a cone damage power. Terrorize is one of my favorite powers in the set. Total Dom could be skippable if you have to skip two from the Mind primary, as it is on a long timer. I would delay it for a little while.

Mass Confusion is great, and would be awesome if it was on a shorter timer.

On the Rad side, take AM as soon as you can after Dom-Mez-Lev and maybe Confuse. RI is nice as soon as you can fit it in. Enervating Field can wait until after Stamina, as it uses a lot of endurance. Ling Rad is a slow that is mostly useful against AVs, so it can come later in the build. EM Pulse is a great "panic button" power that halts your Recovery for about 10 seconds. Worth having but not essential.

You probably don't need Air Sup as much as other controllers, since you have a nice attack chain -- you don't need to close to melee. But Air Supp is very nice to have, especially in low levels. My Mind/Rad has Air Sup/Fly because the concept required Fly. My Mind/FF uses SJ because CJ adds more Defense. Hasten/Super Speed is also a good choice.

Hasten is nice to have with this build, and I would suggest getting Stamina as close to 20 as you can fit it in. I couldn't fit in Leadership, but you don't really need it for a mostly solo character -- nobody to "lead." The buff for a solo character isn't worth the endurance.

I found that my Mind/Rad soloed well early, but got slower in mid levels. The damage doesn't seem to keep up with other controller builds, who get a big bump up with their pets at 32.


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

 

Posted

I agree on the choking cloud opinion. Uses too much end for not enough payoff and forces you stand around in melee. The extremely long activation time on it prevents its use as a panic button.

For keeping stuff in range of your toggle debuffs, don't forget lingering rad. The slow on it is substantial. I usually use confuse on a lt, then slap the toggle debuffs on him. That way he'll _usually_ stay near the other npcs.

For soloing bosses, mesmerize will one-shot hold them. Then I usally do lift, dominate, mez, dominate, and they're held without ever getting to attack. Unless I miss.

You won't do much damage, so soloing is slow, but it can be kind of fun becuase of the strategy involved.


 

Posted

Local_Man has said it all as far as powers go (I personally didn't get EMP pulse but it was more of a question of slots and not being able to fit it in to get to my goal of perma AM/hasten/IW).
The damage is pretty good if you slot Mesmerize, Levitate and Dominate for damage, since even on psi resistant foes, you have the rad damage multipliers and containment.

Mind/rad is a very decent solo build and a great team contribution. Happy hunting!


@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker

 

Posted

Here's a quick Common IO build I just threw together. The order of slots is probably not what I would choose if I was building the character, but this gives you an idea of the important aspects of the power to slot (in my opinion).

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Mind-Rad: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- Acc-I(A), Dmg-I(3), Dmg-I(9), Dmg-I(19), Acc-I(31), Sleep-I(37)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(19), RechRdx-I(50)
Level 2: Dominate -- Acc-I(A), Hold-I(3), RechRdx-I(9), Dmg-I(17), Acc-I(31), Dmg-I(37)
Level 4: Levitate -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(17), Dmg-I(25), RechRdx-I(36)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), EndMod-I(37), EndMod-I(48)
Level 8: Confuse -- Acc-I(A), Conf-I(13), RechRdx-I(15), Acc-I(46), Conf-I(46)
Level 10: Mass Hypnosis -- Acc-I(A), Acc-I(11), RechRdx-I(11), Sleep-I(46)
Level 12: Air Superiority -- Acc-I(A), Acc-I(13), Dmg-I(15)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(23), EndRdx-I(23), ToHitDeb-I(40), DefDeb-I(50)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Terrify -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), RechRdx-I(29), RechRdx-I(34)
Level 28: Total Domination -- Acc-I(A), Acc-I(39), Hold-I(40), RechRdx-I(43)
Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(31), RechRdx-I(42), Acc-I(43), RechRdx-I(43)
Level 32: Mass Confusion -- Acc-I(A), Acc-I(33), Conf-I(33), RechRdx-I(33), Conf-I(34), RechRdx-I(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- Acc-I(A), Hold-I(39), RechRdx-I(39), Acc-I(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Energy Torrent -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Telekinesis -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment

I used the Primal set because I feel that Power Boost is better for a Mind Controller than any other -- Power Boost before either Mass Confusion or Terrify is awesome, as it extends the effect for seemingly forever. Same with EM Pulse. Torrent now gives a second cone damage power, which is badly 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