Mind Control/Kinetics Controller Feedback request


barninho1

 

Posted

Hi there.

I'm up to level 6 with my Mind/Kin controller and I thought I would post my experience of the power sets so far, with updates in the future...

I was hoping I could get some feedback here from others who've already been down that road. In particular I'd like advice about which powers to skip and which I need.

Firstly I'm on the cusp of the travel pre-req pick. I'm leaning towards Leaping because Mind/Kin seems to be an endurance heavy build at present. I'm enjoying it, but I need to stop constantly and rest up. But I also really want to have a go at Flying. What Travel power would best compliment Mind/Kin?

MIND CONTROL

Level 1
Levitate - A pretty good power, and I've enhanced the Damage and Endurance Cost. It needs an accuracy slotting though. It lets you down at crucial moments.

Level 2
Dominate - This is my favourite so far. It almost never fails to leave foes stunned. I've slotted with End Red and Recharge Reduction. I use it in combination with Levitate to pretty devastating effect.

Level 6
Confuse - So far so good, but it's my newest power so I haven't used it over time. It always seems to hit, and you can cause mayhem among groups of foes before wading in.

KINETICS

Level 1
Transfusion - It is a decent power, allowing you to keep your health bar topped up and prolong death.

Level 4
Repel - Probably my flashiest power. It gives me an aura that hits any foe making contact with knockback. it's endurance sapping but I really like it.

I'm just looking for any early feedback to make my build as formidable as possible.


 

Posted

Generally repel doesn't tend to be included in "power builds", but the important thing is to create a character that you enjoy playing. Some things to consider in a Mind controller, presented in an unorganised fashion:

Mass Hypnosis can be used to sleep any mobs near the one currently being engaged, or as a way to break down the alpha strike into one that's more managable for whoever is tanking for the team.

You can stack sleep by using Hypnosis and Mesmerise, which is handy.

You have great control, with three ST controls and five AoE/cone controls. The balance is that Mind offers no damage powers like Propel from Grav (although you'll still be doing damage, just don't expect it to be spectacular).

Confusion is at its best when it's targetted on enemies that buff, debuff or control - FFGs, Madness Mages, Mortificators etc.

Telekinesis will be incredibly expensive endurance-wise, but you have Transference from kinetics which allows you to compensate.

Mesmerise is an incredibly long lasting sleep - if the enemy is not woken, they can sleep through entire battles.

You will need stamina.


 

Posted

[ QUOTE ]
Confusion is at its best when it's targetted on enemies that buff, debuff or control - FFGs, Madness Mages, Mortificators etc.

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It's also quite dandy on foes that blow up!

It's worth knowing that any foe that can drop a pet will, while confused, drop a pet that fights on your side. This effect lasts only while the petmaker is confused but it can be used to great effect. With some enemy groups, even a single confused liuetenant/boss can do severe damage to their allies. (Cabal bosses in Croatoa are the best!)


 

Posted

Generaly depends if your leaning towards a pvp or a pve charcter.

PvE wise everything in mind is simply awesome.

Mesmerize- a powerfull single target sleep can put boss lv minions to sleep with one application and is dead handy for the early lv's although tends to be slotted for damage in the later lv's.

Levitate- An not so bad damageing attack, however its it secondary affects that really make it shine. It nocks flying opponents out the air and the knockback animation makes for a good disruption to the opponents dps.

Dominate- Second best hold out there based on casting speed and strength.

Confuse- As said before brillant when used on enemies that debuff, buff etc nothing better than getting free buffs from your opponents or you could use 2 applications on a boss and have them help you take out some of the mobs about.

Mass Hypnosis- Brillant startoff power but i myself would not use it anymore for PvE since youve got 2 other AoE's that can the job better. That and all to often you can team with others who will use one big AoE or cone that will knock off the sleep youve just used, only really good when your a team that knows how to benefit from its use's.

Telekinesis- Damn good power, sadly stupidly expensive too however very usefull for taking up to 5 people out of the game once you learn how to use it right. I myself tend to combo it with Confusion, where for example i confuse a warwolf boss from the council since those guys do insane damage and then using his help i would clear the mobs about using tk to push him into other groups. :3

Total domination- One of your best alpha's, holds everyone except for boss's and gives a nice safe containment setup, pitty it dosnt last long these days...

Terrify- Great when combo'd with Total domination since you use that first and if you have slotted fear for damage you can use that and benefit from that freshly setup containment that you just used. Also the fear duration is pritty decent without fear slotted in terrify.

Mass Confusion- just like confuse but AoE, an awesome power that and you can alternate it with total domination as your alpha.

As for Kinetics it makes for a good complimentary set with Mind thanks to Transference which help with Tk's and a few other mind powers expensive nature.

The only power from Kinetics i would suggest on not getting is repel sadly enough since it has tendancy for getting you too much aggro. Not much of an issue solo play but in team play, not the best of ideas in a team where you have spawn sizes for a group of 8 people. That and it mess's up peoples AoE's and cones plus your own (fullcrum shift). What i mean is that say you have a nicely grouped mob where you can just target the center of them and hit them all easyly with your power, if you use repel and run into them all, that will pritty much ruin that prime oppotuneity to hit everyone at once since they will get flung all over the place with possible chances of aggro'n other nearby mobs if one of those people thats just been sent flying turns out to be anchor for another power.

As for travel power, you dont need any since kinetics gives you both siphon speed (super speed for free ) and inertial reduction (super jump for you and anyone nearby you when you cast it). However there should be room for fly if you really want to have it, just dont use it in combat unless its hover.
Well hope that helps you with your power choices, would have said all the kinetics ones too but i was feeling lazy, just make sure to pick up speed boost people will love you for it especialy stone tanks.


 

Posted

[ QUOTE ]

It's worth knowing that any foe that can drop a pet will, while confused, drop a pet that fights on your side. This effect lasts only while the petmaker is confused but it can be used to great effect. With some enemy groups, even a single confused liuetenant/boss can do severe damage to their allies. (Cabal bosses in Croatoa are the best!)

[/ QUOTE ]

I love doing it on rikti communication officers, they throw down that portal and all those newly spawned rikti will be on your side
Dont forget frostfire too, always fun confusing him he has both the ice and fire controller pets


 

Posted

Wow. That's all really cool stuff, exactly what I was after.

I can see what you mean about repel. I find myself using it less and less as it doesn't fit with my tactics for an ideal confrontation. Where it's still a lifesaver on some occasions is if you are swarmed by unexpected enemies, and then just flicking it on solves all your problems.

Still undecided on Fly, it was definitely a sentimental choice because I see all those guys with wings flapping about.

You can laugh at me, because I'm the noob, but I have no concept of what Pvp and pve mean. This is why I post on the board begging for help, problems like this. I did look down the definitions list in my defence.

I'm going to carry on posting updates here and asking desperately for people to solve my problems, simply because I find similar threads useful. Thanks for all the help guys.


 

Posted

[ QUOTE ]

I can see what you mean about repel. I find myself using it less and less as it doesn't fit with my tactics for an ideal confrontation. Where it's still a lifesaver on some occasions is if you are swarmed by unexpected enemies, and then just flicking it on solves all your problems.

[/ QUOTE ]Except that it drains your END very quickly, often causing more porblems than it solves.

A fun power, but on a combo like mind/kin when most of your powers are awesome, there's just no room for it usually.


 

Posted





I like to take hover on my kins as with siphen speed it makes a really good non suppressed combat travel power, so that may give you the fly aspect you wanted but for the rest its right you dont really need a travel power as the kin set gives you plenty (and other ppl too)


 

Posted

Hey Barnhinho,

First of all welcome to Paragon City and these boards

The powers are already given a fast run through, so I'm pick out a few things:

As already stated FUN is obviously your first and foremost motivator to play and play how you want, although when teaming imo you have to take into consideration what fun means for the whole team...

-Repel is one of those powers which is very situational and not that efficient. Costs loads of endurance and can very easily knock them mobs back which a team in general don't like, except if you know exactly what you are doing. Maybe fun and a bit more useful in the early lvls, but you're bound to respect (means you can alter your power choices) it out eventually to make room for a more useful power.

-Kin(etic) users need to be in the frontlines for the biggest part of the fight to perform at their best considering the melee nature of their powers. Especially for kin some kind of Knock Back (KB) protection is very very handy to keep you up your feet and personally i would never go without it on a kin.
Acro(batics) from the leaping pool is simply the best option also providing you with hold protection. Hover is a 'ghetto' KB protection inferior to acro. It's rather slow and doesn't offer full KB protection nor hold protection. Ofcourse you have siph speed to speed it up, but that's not 100% reliable to hit. Make your choice.
And as far as the wings go for fly... You will only be able to get wings after 15 months of subscription

-PvP = player versus player and PvE = player versus (computer)enemy

-Mind/ can do some very decent damage when played well

-I(increase) D(entity) is a many times overlooked and undervalued, but very good power. Not a must have, but seriously consider it even though many ppl don't take it. The mezz protection is it's main feature obviously, but the KB protection shouldn't be taken lightly and the big smash/energy dam resistance it offers is nice too. Very good power to offer support to squishies in your team.

Have fun!