Mind/Kin build


MaXimillion_Zero

 

Posted

Hi I started a Mind/kin controller last night and have done a general build (excluding slottings)that i plan to use. I'm hoping to partake in pve and pvp.

i have left out repel and i wonder if anyone had any opinions on that.

Please critique the build away!



Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Mind Control
Secondary Powers - Support : Kinetics

01 : Transfusion Empty(01)
01 : Mesmerize Empty(01)
02 : Levitate Empty(02)
04 : Dominate Empty(04)
06 : Siphon Power Empty(06)
08 : Hover Empty(08)
10 : Siphon Speed Empty(10)
12 : Telekinesis Empty(12)
14 : Fly Empty(14)
16 : Hurdle Empty(16)
18 : Health Empty(18)
20 : Stamina Empty(20)
22 : Total Domination Empty(22)
24 : Speed Boost Empty(24)
26 : Terrify Empty(26)
28 : Inertial Reduction Empty(28)
30 : Confuse Empty(30)
32 : Mass Confusion Empty(32)
35 : Transference Empty(35)
38 : Fulcrum Shift Empty(38)
41 : Mass Hypnosis Empty(41)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)


 

Posted

I'd rather take SS as travel power, hasten with triple stacked siphon speed is amazing, and IR gives you all the vertical movement you need.

Also, I'd take mass hypnosis instead of mesmerize.


 

Posted

[ QUOTE ]
I'd rather take SS as travel power, hasten with triple stacked siphon speed is amazing, and IR gives you all the vertical movement you need.

[/ QUOTE ]
This I agree with.

[ QUOTE ]
Also, I'd take mass hypnosis instead of mesmerize.

[/ QUOTE ]
This, I do not - purely from a playstyle perspective, though. Mesmerize is great with Containment, and highly accurate to boot. Mass Hypnosis is only as useful as the team you're playing with, does not damage, and has an accuracy penalty. If you want more control pick Mass Hypnosis, if you want more damage pick Mesmerize.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

Personally, I find Mass Hypnosis to be a great opening power for mobs, especially if you follow it up with Terrify. Telekinesis on the other hand I've found little pratical use for and it's an End hog to boot.


 

Posted

k i've change the build around a litte.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Mind Control
Secondary Powers - Support : Kinetics

01 : Transfusion Empty(01)
01 : Mesmerize Empty(01)
02 : Levitate Empty(02)
04 : Dominate Empty(04)
06 : Siphon Power Empty(06)
08 : Mass Hypnosis Empty(08)
10 : Siphon Speed Empty(10)
12 : Hover Empty(12)
14 : Fly Empty(14)
16 : Hurdle Empty(16)
18 : Health Empty(18)
20 : Stamina Empty(20)
22 : Telekinesis Empty(22)
24 : Total Domination Empty(24)
26 : Terrify Empty(26)
28 : Inertial Reduction Empty(28)
30 : Confuse Empty(30)
32 : Mass Confusion Empty(32)
35 : Transference Empty(35)
38 : Fulcrum Shift Empty(38)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)


any thoughts?


 

Posted

If i was kin i'd take repel, so far the only kin defender to take my tanker pvp used repel, its a good toggle dropper. It was a no insp fight though.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Just a few things from my experience, to be taken very much as IMHO, YMMV etc.

I've found Mass Hypnosis to be very useful in the late game, even in teams with many AoEs, for two reasons.

It is very good for locking down adjacent groups which threaten to join an already hectic fight; if they do join they'll join later, and if they weren't going to it doesn't matter, as Mass Hypnosis doesn't aggro them.

The other use I found for it was in blaster(or defender)-heavy nuking teams. Mass Hypnosis gives time for them to set up for the nuke, and gives you relative safety to go with them and Fulcrum Shift for them (which does not wake the mobs).

As for Telekinesis, I presonally love the power, but it is tricky to use, and a complete end hog. I would strongly advise waiting until post-Stamina and SOs before picking it up. Once you do however, I have found Repel to be quite useful for knocking mobs into the TK field. TK is most useful for stacking magnitude on multiple bosses at once without needing to hit, and Repel is also auto-hit; this gives quite a nice way to position and lock down bosses using TK, Dominate and Repel. A word of warning though: Repel is an utter aggro-magnet, as is TK. You *will* attract a lot of attention using both.

Just my .02c