Mind/Energy Build
Archetype: Dominator
Primary: Mind Control
Secondary: Energy Assault
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01) --> Levitate==> Acc(1)
01) --> Power Bolt==> Acc(1)
02) --> Dominate==> Acc(2) Hold(3) Hold(3) Hold(5) Rechg(5) Dmg(7)
04) --> Bone Smasher==> Acc(4) Dmg(11) Dmg(11) Dmg(17)
06) --> Confuse==> Acc(6) ConfDur(7) ConfDur(9) ConfDur(9)
08) --> Hurdle==> Jump(8)
10) --> Air Superiority==> Acc(10)
12) --> Telekinesis==> EndRdx(12) EndRdx(13) EndRdx(13) Rechg(15)
Rechg(15) Rechg(17)
14) --> Fly==> Fly(14)
16) --> Health==> Heal(16)
18) --> Hasten==> Rechg(18) Rechg(19) Rechg(19)
20) --> Stamina==> EndRec(20) EndRec(21) EndRec(21)
22) --> Whirling Hands==> Acc(22) Dmg(23) Dmg(23) Dmg(25)
24) --> Total Domination==> Acc(24) Hold(25) Hold(27) Hold(27)
Rechg(29) Rechg(29)
26) --> Terrify==> Acc(26) Dmg(31) Dmg(31) Dmg(31) Rechg(33) Rechg(33)
28) --> Total Focus==> Acc(28) Dmg(36) Dmg(37) Dmg(37) EndRdx(37)
Rechg(39)
30) --> Power Boost==> Rechg(30) rechg(34)
32) --> Mass Confusion==> Acc(32) ConfDur(33) ConfDur(34)
ConfDur(34) Rechg(36) Rechg(36)
35) --> Power Blast==> Acc(35) Dmg(40) Dmg(40)
38) --> Power Burst==> Acc(38) Dmg(39) Dmg(39) Dmg(40)
Is my PVP build with a focus on hurting things lots and controling things well
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I have also recently started a Mind/Energy (nearly lvl 12 now) and I do have some minor pointers, altho I'm not greatly experienced myself:
I think you're lacking damage in the early lvls. Personally I skipped levitate and made sure I had both power blast and bone smasher and to me these are critical. I posted my build a few posts down if you're interested. I really am not lacking any control and without those 2 attacks, I cant see myself soloing effectively. It would just take too long to take stuff down. Power blast and bonesmasher represent about 2 thirds of your damage at this lvl. Sacrificing that really makes soloing a slow affair, or at least much slower then you could be. On top of this, the disorient of bonesmasher is a VERY good control effect. (for example, if a foe is slept and you dont have your hold ready, hit them with bonesmasher. If you miss they still sleep, if you hit they are probably disoriented and still cant touch you)
As for levitate, I think this can be skipped. Your secondary offers better damage, and the knockback may not be as good, it's still good enough.
[ QUOTE ]
2. No melee attacks - this is due to 2 things the first is coming from playing an MM where the idea of getting in combat was not a good one and also from the Mind primary. The Mind primary in my opinion doesnt really work well with melee attacks as things like telkiness move Mobs away from you so range attacks are better. I am aware that in PvP melee attacks are useful for toggle dropping tankers and scrappers so not picking them may be not a good idea but then this build is not just aimed at PvPing.
[/ QUOTE ]
Melee attacks are superior in damage to ranged, trust me, you will want them.
[ QUOTE ]
4. Swift instead of health - I cant really justify health in this build as I dont have the slots to slot it up effectively and also the regen rate wont be that effective due to the poor HP of a Dom so I have gone for both Swift and hurdle to conserve as much end in a mission as possible as I can see me using a lot of end and I dont think stamina will totaly rectify this (especially with TK).
[/ QUOTE ]I'd take health, even with one SO it's a great downtime reducer.
[ QUOTE ]
2. Slotting on Teriffy - I have gone for damage in this is this a good idea? Is there an optimal slotting for this power to get the best use out of it or is it a case of slot it for what you need it to do (In my case probbaly damage)?
[/ QUOTE ]It depends, that's one power were 6 slots aren't just enough, some slot it for recharge, some for fear, some for debuff and some for damage, as a dom I'd really go for 3 dam 2 rech 1 acc.
[ QUOTE ]
3. Will I be able to act as a controller or is the reduction in duration to great? If not will power boost and Dominate be best used together or at different time to boost the length of my controls?
[/ QUOTE ]Well, mind control is the best control set available in both games, I'd say you'll be able to have some form of control on them all the time, if nothing else then TK (Which might be worth putting 1 recharge SO in, at least the epic pool version seems to have pretty high recharge), that doesnt have a duration after all.
[ QUOTE ]
Well, mind control is the best control set available in both games, I'd say you'll be able to have some form of control on them all the time, if nothing else then TK (Which might be worth putting 1 recharge SO in, at least the epic pool version seems to have pretty high recharge), that doesnt have a duration after all.
[/ QUOTE ]
Just FYI, TK in the Mind 'troller set has about a 60 second recharge.
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
Changes based on advice offered - Health instead of swift, 2 slots from fly going into tk as recharges to give TK 2 Recreds, 3 Endreds.
Question about melee attacks - what should I drop to get them?
This is what I came up with, the slotting might be a bit funky.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 41
Archetype: Dominator
Primary: Mind Control
Secondary: Energy Assault
---------------------------------------------
01) --> Levitate==> Acc(1)
01) --> Power Bolt==> Acc(1)
02) --> Bone Smasher==> Acc(2) Acc(3) Dmg(3) Dmg(7) Dmg(7)
04) --> Dominate==> Acc(4) Acc(5) Hold(5) Hold(11) Hold(11) Rechg(15)
06) --> Confuse==> Acc(6)
08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
10) --> Power Blast==> Acc(10) Acc(15)
12) --> Telekinesis==> EndRdx(12) EndRdx(13) EndRdx(13) Rechg(40)
14) --> Hover==> DefBuf(14)
16) --> Fly==> Fly(16) Fly(17) Fly(17)
18) --> Total Domination==> Acc(18) Acc(19) Hold(19) Hold(21) Hold(23) Rechg(23)
20) --> Swift==> Run(20) Run(21)
22) --> Health==> Heal(22)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Terrify==> Acc(26) Acc(27) Fear(27) Fear(37) Fear(37)
28) --> Total Focus==> Acc(28) Acc(29) Dmg(29) Dmg(31) Dmg(34) EndRdx(40)
30) --> Power Boost==> Rechg(30) Rechg(31) Rechg(31)
32) --> Mass Confusion==> Acc(32) Acc(33) ConfDur(33) ConfDur(33) ConfDur(34) Rechg(34)
35) --> Sniper Blast==> Acc(35) Acc(36) Dmg(36) Dmg(36) Dmg(37)
38) --> Power Burst==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
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[ QUOTE ]
Question about melee attacks - what should I drop to get them?
[/ QUOTE ]I'd drop at least levitate, maybe fly/power blast/snipe.
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I'd drop at least levitate
[/ QUOTE ]
Never, under any circumstances, ever consider dropping Levitate if there's even half a chance of you stepping into PvP. For a Dom, I'd drop Mesmerize first and pick up Bonesmasher ASAP.
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
I'd agree on levitate over mesmerise certainly for the low levels, the knock up control is more usefull than sleep
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I disagree there. Mesmerize can effectively put a foe out of the entire duration of a battle. As a matter of fact you can keep 2 or 3 foes quiet the entire time. Levitate doesn't do that I think, at least not with as little applications of the power as mesmerize.
I suppose for PvP ends levitate may be more usefull, but for the early lvling I'd say mesmerize to keep more control.
Aah but with sleep you have to explain to the noob PuGs that if you hit the little man with the zzz's coming out of his head that he'll wake up and be very angry.
[ QUOTE ]
Aah but with sleep you have to explain to the noob PuGs that if you hit the little man with the zzz's coming out of his head that he'll wake up and be very angry.
[/ QUOTE ]And if the team is stupid enough to not listen, it's time to press the quit team button.
Exactly. Any team that doesn't understand this isn't worth staying in. See? There is no problem
38 levels of mind/psi and I can say that mesmerize is [censored]. in PvE and PvP there are better powers to use in the situation thana single target sleep.
But levitate isn't one of them
At least not in PvE. Mesmerize keeps a foe out of the entire fight with a single application. Levitate doesn't. Purely from a control standpoint, that makes mesmerize superior IMO. Damagewise levitate may be better (I'm not even sure, is it?) but the damage is still mediocre compared to your secondary attacks.
But in PvP it may very well be better indeed, I dont know about that.
It's moderate damage, the same as 90% of my secondary attacks.
It offers a different type of damage for those baddies who have a psi resistance
It'll take a boss out of the fight a lot longer than one mesmerize application
A stray AoE from a team mate will wake a sleeping baddie up, it won't make them get up quicker from a knockdown
And it's great in PvP
I suppose being Mind/Psi, you welcome the different damage type. Mind/Energy doesn't have those problems tho, cause none of the secondary damage is psychic anyways.
A good point on the boss tho.
The stray AoE thing is a situational problem and can be overcome by putting the right mob to sleep (there's always one safely out of aoe range)
It's really a matter of personal opinion. I think a Mind/Psi would already benefit from it more then a Mind/Energy just for the damage variety.
I am looking for advice for my current favourite character. I was getting fed up with badge hunting with my MM so I rolled this guy and so far have had great fun getting to lvl 8.
The build is aimed at being a sort of mix between PvE and PvP so it may be compromised in some areas but hopefully not totally so.
Build is as follows:
Archetype: Dominator
Primary: Mind Control
Secondary: Energy Assault
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01) --> Mesmerize==> Acc(1) Acc(3)
01) --> Power Bolt==> Acc(1) Dmg(7) Dmg(11) Dmg(15)
02) --> Dominate==> Acc(2) Acc(3) Hold(5) Hold(7) Rechg(9) Rechg(11)
04) --> Levitate==> Acc(4) Dmg(5) Dmg(9) Dmg(15)
06) --> Confuse==> Acc(6)
08) --> Hurdle==> Jump(8)
10) --> Hasten==> Rechg(10) Rechg(23) Rechg(25)
12) --> Telekinesis==> EndRdx(12) EndRdx(13) EndRdx(13)
14) --> Super Speed==> EndRdx(14)
16) --> Power Boost==> Rechg(16) Rechg(17) Rechg(17)
18) --> Total Domination==> Acc(18) Acc(19) Hold(19) Hold(21) Rechg(21) Rechg(31)
20) --> Swift==> Run(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(25)
24) --> Hover==> Fly(24)
26) --> Terrify==> Acc(26) Acc(27) Rechg(27) Dmg(29) Dmg(31) Dmg(31)
28) --> Power Blast==> Acc(28) Dmg(29) Dmg(34) Dmg(37)
30) --> Fly==> EndRdx(30) EndRdx(37) EndRdx(37)
32) --> Mass Confusion==> Acc(32) Acc(33) Rechg(33) Rechg(33) Rechg(34) ConfDur(34)
35) --> Sniper Blast==> Acc(35) Dmg(36) Dmg(36) Dmg(36) IntRdx(40)
38) --> Power Burst==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Range(40)
Now for some thoughts behind power choices:
1. 2 Travel Powers - this is based on both the PvP idea where mobility is key and also PvE as Grandville probably wont be that suitable for SS but I want to have a play with it in PvE for stealth and also for novelty as I have never picked SS on any of my characters at all.
2. No melee attacks - this is due to 2 things the first is coming from playing an MM where the idea of getting in combat was not a good one and also from the Mind primary. The Mind primary in my opinion doesnt really work well with melee attacks as things like telkiness move Mobs away from you so range attacks are better. I am aware that in PvP melee attacks are useful for toggle dropping tankers and scrappers so not picking them may be not a good idea but then this build is not just aimed at PvPing.
3. Primary over secondary - I have picked all bar one of the primary powers while missing out 4 of the secondary ones. Also the lvl I have picked them could again be questioned but my main reasoning is for this is that soloing it is better to have enough controls to tie up a spawn and slowly whittle it to death than to have enouggh attacks to blow the spawn to kingdom come but not enough control to allow me to safely unleash all that fire power. While for team situations I feel that my roll should be more controllerish than bieng responsible for damage a if they are picking me cause they want a damage dealer then something is wrong.
4. Swift instead of health - I cant really justify health in this build as I dont have the slots to slot it up effectively and also the regen rate wont be that effective due to the poor HP of a Dom so I have gone for both Swift and hurdle to conserve as much end in a mission as possible as I can see me using a lot of end and I dont think stamina will totaly rectify this (especially with TK).
Question Time now:
1. Mesmerize - this is a wonderful power at low levels will it still be as useful at higher levels in the form of control? If not would it be worth it to slot it for damage (taking slots from fly and rthe range from power burst) to use as a damage attack in PvP?
2. Slotting on Teriffy - I have gone for damage in this is this a good idea? Is there an optimal slotting for this power to get the best use out of it or is it a case of slot it for what you need it to do (In my case probbaly damage)?
3. Will I be able to act as a controller or is the reduction in duration to great? If not will power boost and Dominate be best used together or at different time to boost the length of my controls?