Mind/Nrg Build
Why so many AoE Controls on a /solo/ pve build? You don't really need them if you are just soloing.
I think its a matter of personal tastes. Your focusing on a more single target damage approach but with Mind/Energy I think you can go full ranged.
Mass hypnosis is great solo on troller because it sets up containment. On a Dom its more a power that allows you pick and choose your targets without worry.
Terrify has a huge cone. It sick really, passing it up seems like a waste to me. It has some good perks as well, the fear can be nice to buy you some time. It is also a great way to give yourself some much needed AOE damage capabilities. For those times when your on a team.
I also think swift and hurdle are over kill. You could push one back till later on if you truly want both. That frees up a power selection early.
Power burst is a great attack and one I would advise skipping. In game numbers state that @ lvl 50 it does 137.36 damage. Its damage per activation time and cast cycle are roughly the same as Total Focus but does it from range. Were total focus is a harder hitting power but has a much larger recharge time and activation time.
So Power Burst is a very good power, considering all factors. I think you could skip either one in favor of the other tho. You have a very strong single target damage chain and again some AOE damage might be a better choice then having both big damage attacks. Ditching one allows you fit Terrify into your build.
Good luck. Again its a matter of play style and any advise I give will be askewed towards my own play style. Ymmv.
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Why so many AoE Controls on a /solo/ pve build? You don't really need them if you are just soloing.
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Well, the AoE holds are largely what I am postponing until later in the build, when there is not much left to take. Plus, when i16 hits, something like MH could be really helpful for taking out Diff 1 or 2 spawns set for multiple players as a soloist to increase drops and xp/minute. TD would help if things got out of hand a bit. This build is looking forward to the new difficulty settings in i16, but I still am interested in feedback about its viability then and now.
What is the damage component to terrify? Is it a viable AoE attack in addition to an AoE control? Or is the damage negligible? Or is it good just as a place to put a fear IO for set bonuses?
Lastly, while I am building around solo play, I don't want to prohibite myself to it. I don't want a build that potential teammates look at useless to a team. I would like to have a build that on a high lvl sf with a kin or two around would be a lockdown and damage superstar.
Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin
The damage is moderate for terrify, same damage as mesmerize but its AOE which is something you don't get much of.
Think about that, a 3 man spawn and 1 power you hit all 3 with the same damage as mesmerize plus add a fear.
I wouldn't recommend slotting for fear. Much better to slot damage as the fear component is pretty good. You could however throw the Glympse proc in there. The great thing about Terrify is that the fear helps keep foes from attacking as well, since they will only fight back if hit. It has saved my bacon many a times by giving me a couple seconds to breathe in those OMG what have you aggro'd??? moments.
The cone on it is sick, trust me. Since you are going scirocco you could also pick up his AOE attack, which will help with your mob damage.
If your going for all that single target then I would look to getting mass hypnosis earlier and slot generously to keep mobs slept longer while you pummel em one at a time.
Ymmv, good luck
Wow, almost identical to my main dom. I went with GW for thematic reasons, but other than that and fly instead of jump, I think we're both on on the same page. I solo with this toon more than any other except my SS/INV tank, so I'd say it's a pretty stable solo build.
Have fun with it! I do.
Stand UP.
FIGHT BACK!
mind/en has been my main since beta, and i love it. your build looks fine imo, but i'd suggest terrify over total domination. or if you want to keep total domination, then maybe instead of surge of power?
i don't know, i wasn't too impressed with surge of power. i never really needed it at all, but if i did it wouldn't really be a sufficient panic button, because if i needed it i'd be in pretty deep.
here's the issue 15 version of the build i've been using for years now. it's worked out great for me on teams and solo, still my favorite dom to play (out of 8 o_O). not suggesting you use it over yours or anything, but if you want you can use it as a reference for what other people have done with theirs.
hope you can get into it and have fun
⊂二二二( ^ω^)二二二⊃
@6X - Arc IDs: 9882
I know there was another mind/nrg build post last month, but I thought I would introduce a new one given the strength of mind and the new buff(s) to nrg.
I have been playing since November of 2004, and I have high level characters in every archetype except doms. I have never been able to get into them, due in large part to the low damage outside of domination and the heavy endurance usage in the early levels. The i15 buffs have peaked my curiosity. I am primarily am interested in solo PVE. I am finding power choices tricky through the teens and twenties because there are a lot of great attacks and a lot of great controls, and they all can be selected at the same time. I am also coming from blue side running controllers where the feel of containment+attacks feels much different than the attack arsenal that doms have.
I am specifically worried about choosing to take Confuse, MH and TD fairly late in the build, and not fitting in Terrify at all. The early levels go by so quicly that I don't really worry about sequence up to 20 or so; but I see so many people taking MH and TD early in the build. Soloing, I don't see how that would help unless you were soloing on high difficulty and worrying about large spawns or stacking magnitude of mesmerize and dominate.
Also, I am wondering if power burst is a powerful enough lvl 38 attack. Mids' numbers suggest that is a Greater Power Blast, but I am wondering if it is underwhelming as a ST attack.
Here is the build I am working from:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Doctor Id: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Mesmerize -- Acc-I:50(A), Acc-I:50(25)
Level 1: Power Bolt -- Acc-I:50(A)
Level 2: Dominate -- Acc-I:50(A), RechRdx-I:50(3), Hold-I:50(3), Hold-I:50(11), Hold-I:50(17), Acc-I:50(17)
Level 4: Bone Smasher -- Acc-I:50(A), Dmg-I:50(5), Dmg-I:50(5), Dmg-I:50(13), EndRdx-I:50(40)
Level 6: Levitate -- Acc-I:50(A), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(13), RechRdx-I:50(15)
Level 8: Power Push -- Acc-I:50(A), Dmg-I:50(9), Dmg-I:50(9), Dmg-I:50(11), RechRdx-I:50(15)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Swift -- Run-I:50(A)
Level 14: Combat Jumping -- Jump-I:50(A)
Level 16: Confuse -- Acc-I:50(A), Acc-I:50(43)
Level 18: Power Blast -- Acc-I:50(A), Dmg-I:50(19), Dmg-I:50(19), Dmg-I:50(23), RechRdx-I:50(23)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Super Jump -- Jump-I:50(A)
Level 24: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
Level 26: Mass Hypnosis -- Acc-I:50(A), Acc-I:50(27), Sleep-I:50(37), RechRdx-I:50(37), RechRdx-I:50(46), Sleep-I:50(46)
Level 28: Total Focus -- Acc-I:50(A), Dmg-I:50(29), Dmg-I:50(29), Dmg-I:50(31), RechRdx-I:50(36), EndRdx-I:50(37)
Level 30: Total Domination -- Acc-I:50(A), Acc-I:50(31), RechRdx-I:50(31), RechRdx-I:50(34), Hold-I:50(34), Hold-I:50(34)
Level 32: Mass Confusion -- Acc-I:50(A), Acc-I:50(33), RechRdx-I:50(33), RechRdx-I:50(33), Conf-I:50(50)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Power Burst -- Acc-I:50(A), Acc-I:50(39), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(40), RechRdx-I:50(40)
Level 41: Power Sink -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), EndMod-I:50(42), EndMod-I:50(43), EndMod-I:50(43)
Level 44: Charged Armor -- EndRdx-I:50(A), EndRdx-I:50(45), ResDam-I:50(45), ResDam-I:50(45), ResDam-I:50(46)
Level 47: Surge of Power -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48), ResDam-I:50(48), ResDam-I:50(50)
Level 49: Telekinesis -- EndRdx-I:50(A), EndRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Thanks for being kind and constructive. All feedback is appreciative.
Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin