Mind/Nrg Build Help
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Level 6: Confuse -- Empty(A)
[/ QUOTE ]Not a fan of taking Confuse so early. It's not really necessary unless you solo a lot in which case it's a long-lasting mez that can lock out bosses. On teams, too slow to be vitally useful until you hit the late 20s game and can use it to make a companion of buffers or debuffers.
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Level 8: Levitate -- Empty(A)
[/ QUOTE ]No mass hypnosis here? I know it's weird that I say this after disparaging Confuse, but Mass Hypnosis is a great tool for soloing and also handy on teams. It turns off adds, effectively. Also, Levitate is more single target control, which at this point, you so don't need. Some people are talking about Power Push like it's the second coming, as well, so consider it around this level range. If nothing else, solid damage and 1.4 accuracy could be useful.
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Level 16: Power Boost -- Empty(A)
[/ QUOTE ]You really, really don't need this early on.Heck, I don't think you need it at all.
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Level 30: Telekinesis -- Empty(A)
Level 35: Total Domination -- Empty(A)
[/ QUOTE ]I'm also no fan of these powers. They're mostly overkill and overcontrol, and Telekinesis doesn't feel like a good investment for the endurance you pour into it. Its biggest lure is that it's autohit - but the thing is, once you're level 22, you don't care about hitting anyway. Total Domination is also a power I'd only use for muling sets. It's weak, it takes forever to recharge, and you have, between Mass Hypnosis, Mass Confusion and Terrify, enough area control to take care of things. None of those can keep an opponent in Burn, but I'm the only person in the world who seems to take Burn these days.
Now, that's just at a first glance of the power selection. The attack power selection I pretty much agree with - I wound up focusing on Bonesmasher, Total Focus, and Power Bolt, using the single target controls to augment that.
Well, I am pretty new to the mind set, so there was some stuff I wasn't sure about.
For example - Mass Hypnosis. At first glance, this seems like a lackluster power. Sleep a whole mob? Then the corr fireballs and I wasted time/end for no gain. Unless I'm missing something.
TK- I was planning on grabbing this to try it out, possibly going to respec if I don't like it. But, I hadn't checked the end cost. Now, especially with the increased end problems for doms, I can't see a situation that this power would help me, outside of pvp.
Mass Dom - Not a fan of AoE holds for Doms, but the plan was an OH **** power when combined with Dom and PBU.
Powerboost - I moved this back a bit, as I realized that you were right, it is fairly pointless that early. But I don't want to write it out completely.
Here's my new build, if you have time to check it out again:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 48 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Mesmerize -- Empty(A)
Level 1: Power Bolt -- Empty(A)
Level 2: Bone Smasher -- Empty(A)
Level 4: Power Push -- Empty(A)
Level 6: Dominate -- Empty(A)
Level 8: Confuse -- Empty(A)
Level 10: Power Blast -- Empty(A)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Hasten -- Empty(A)
Level 18: Super Speed -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Whirling Hands -- Empty(A)
Level 24: Mass Hypnosis -- Empty(A)
Level 26: Terrify -- Empty(A)
Level 28: Total Focus -- Empty(A)
Level 30: Power Boost -- Empty(A)
Level 32: Mass Confusion -- Empty(A)
Level 35: Total Domination -- Empty(A)
Level 38: Power Burst -- Empty(A)
Level 41: Charged Armor -- Empty(A)
Level 44: Power Sink -- Empty(A)
Level 47: Ball Lightning -- Empty(A)
Level 49: Surge of Power -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
One thing I like about Total Domination is that with Mass Confusion, I can easily alternate both for plenty of total lockdown opportunities. They both have a recharge of 240, which by frankenslotting can be brought down to half of that, using Powerboost/Domination to help with the duration.
If I had only one total lockdown power, as other sets do, then I would unsure, or keep it as an oh $h*t power. But with Mind, I have it on steady rotation.
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Well, I am pretty new to the mind set, so there was some stuff I wasn't sure about.
For example - Mass Hypnosis. At first glance, this seems like a lackluster power. Sleep a whole mob? Then the corr fireballs and I wasted time/end for no gain. Unless I'm missing something.
TK- I was planning on grabbing this to try it out, possibly going to respec if I don't like it. But, I hadn't checked the end cost. Now, especially with the increased end problems for doms, I can't see a situation that this power would help me, outside of pvp.
Mass Dom - Not a fan of AoE holds for Doms, but the plan was an OH **** power when combined with Dom and PBU.
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Actually, AoE hold is a lot better on Dominator than on Fortunata/Controller because we have Domination to aoe hold almost everything in the group (minus some bosses/AV/EBs).
AoE Sleep is useless most of the time until you start doing LRSF (aoe sleep heroes) or if your team knows how not "wake" them up. It's a better "oh !@#$#!" power than Dimension Shift IMO.
I just made my first Mind Dom and I like it so far. The first single sleep is very useful. I sleep one, hold another and kill the 3rd. Sleep duration is super long.
I took TK only because it's unique in Mind Control set. I probably won't use much and that's why I only put two slots in it.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Well, I leveled my Dom to 22, and have tested all the powers except Terrify and Mass Confusion. I'm pretty set on the second build I posted, only with some powers moved around and Mass Hypnosis traded in for Hasten.
Unless someone can provide me a good reason to keep Mass Hyp, that is
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Well, I leveled my Dom to 22, and have tested all the powers except Terrify and Mass Confusion. I'm pretty set on the second build I posted, only with some powers moved around and Mass Hypnosis traded in for Hasten.
Unless someone can provide me a good reason to keep Mass Hyp, that is
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Well, the primary purpose I find for mass hypnosis it to quickly lock down a group. Either because you came around a corner in a mission and found yourself facing a bunch of mobs who suddenly aggro on you - or if you need to prevent an alpha that could be ugly. Since the lock down is a sleep this is clearly of the most benefit when solo as a team is likely to blow the sleep the second you establish it.
So, if you mostly team and find that you have enough emergency powers without it you can probably drop it. If you solo a reasonable amount it is a nice way to make sure certain groups (tsoo yellow inkmen for instance) don't get a chance to attack you before you can completely lock them down.
Even solo with a dominator I find it a lot more situational then I do with mind controllers as you don't need the sleep for containment and mesmerize + dominate + confuse is a lot of control, especially when combined with power push and/or levitate, both of which give you very good soft control.
So I guess on a dom who doesn't solo most of the time I probably wouldn't recommend it.
Globals: @Midnight Mystique/@Magik13
On a dom, Mass Hypnosis can be used to no-aggro lockout AVs and bosses; it can be used to turn off adds or ambushes. In any team situation where enough AoE is flying around to make Mass Hypnosis irrelevant, the rest of the mind/nrg dominator's powers are probably irrelevant.
Mass Hypnosis also holds sleep sets, which are mostly pretty fricking great, and it recharges really fast, very consistantly. Unlike Total Domination, it's not only available every three fights, it's available three times every fight.
No Power Push or Power Blast, but Whirling Hands and Total Domination?
BALL LIGHTNING!?
Hope you plan on not having an attack chain at all.
-Take AT LEAST Power Push; with the I15 buffs it is the mainstay of /nrg's arsenal.
-You can put your Travel Power off until the early 20s if you want thanks to Mayhem Temp Travel.
-Don't take Whirling Hands unless you go /Ghost Widow. You need Soul Drain to make it worth having.
-Do not take Ball Lightning. It is the most disappointing power I've ever used. Even Whirling Hands is impressive comparatively.
-Total Domination is a decent power, but you need 6 slots for it and Power Boost. You took power boost, but you haven't shown us your slots yet.
-I personally don't like Telekinesis since it's not useful in PvP anymore. It's too hard to use effectively, drains your end really fast (an even bigger problem in I15), and it has a target cap of 5.
Hey, would anyone mind checking out my build (powers-only right now, I'll add enhancements after the powers are set).
I'm new to both the mind and the nrg sets, but I have a number of doms and trollers (infact, the reason I'm using these two is I've made level 30+ characters with everything else ).
Anyways, here it is:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 48 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Mesmerize -- Empty(A)
Level 1: Power Bolt -- Empty(A)
Level 2: Bone Smasher -- Empty(A)
Level 4: Dominate -- Empty(A)
Level 6: Confuse -- Empty(A)
Level 8: Levitate -- Empty(A)
Level 10: Hurdle -- Empty(A)
Level 12: Hasten -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Power Boost -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Whirling Hands -- Empty(A)
Level 24: Mass Hypnosis -- Empty(A)
Level 26: Terrify -- Empty(A)
Level 28: Total Focus -- Empty(A)
Level 30: Telekinesis -- Empty(A)
Level 32: Mass Confusion -- Empty(A)
Level 35: Total Domination -- Empty(A)
Level 38: Power Burst -- Empty(A)
Level 41: Charged Armor -- Empty(A)
Level 44: Power Sink -- Empty(A)
Level 47: Ball Lightning -- Empty(A)
Level 49: Surge of Power -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination