Mind/Empath slotting suggestions if you please
Dont get flurry... Its a total joke, get air sup instead, much more useful
Must admit I dont fully understand why you've picked /emp and not taken 2 of the best powers in the set (Fort and AB)?
This build looks like you haven't made up your mind on what you want to be able to do. You'll be able to do a bit of damage, do a bit of emp'ing and do a little controlling...but won't be very good at any of it with this type of build/slotting.
You're too worried about endurance...you won't have any endurance problems (Except if youre running TK)
Don't slot for tohit debuff in the mind powers...too small a return.
Dont slot stealth and combat jumping for defense buff...too small a return.
Super Jump only needs 1 slot. 2 slots are nice for PvP.
Range in your AoE hold? 2 acc, 2 rech, 2 hold dur.
Recovery Aura doesn't really need end mods in PvE...they're nice...but not needed.
Decide if you want to damage or control with Terrify.
....actually....for PvE I would probably just go with something like this:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Empathy
---------------------------------------------
01) --> Mesmerize==> Acc(1) Dmg(23) Acc(46) Dmg(48) Dmg(50)
01) --> Healing Aura==> Heal(1) Heal(15) Heal(15) Rechg(17) Rechg(17) Rechg(43)
02) --> Dominate==> Acc(2) Acc(3) Rechg(3) Rechg(9) Hold(11) Hold(11)
04) --> Heal Other==> Heal(4) Heal(5) Heal(5) Rechg(7) Rechg(7) Rechg(9)
06) --> Swift==> Run(6)
08) --> Hurdle==> Jump(8)
10) --> Combat Jumping==> Jump(10)
12) --> Hasten==> Rechg(12) Rechg(13) Rechg(13)
14) --> Super Jump==> Jump(14)
16) --> Clear Mind==> Rechg(16)
18) --> Total Domination==> Acc(18) Acc(19) Rechg(19) Rechg(23) Hold(42) Hold(42)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22)
24) --> Fortitude==> Rechg(24) Rechg(25) Rechg(25) DefBuf(37) DefBuf(40) DefBuf(42)
26) --> Terrify==> Acc(26) Acc(27) Rechg(27) Rechg(31) Fear(31) Fear(34)
28) --> Recovery Aura==> Rechg(28) Rechg(29) Rechg(29)
30) --> Super Speed==> Run(30) EndRdx(31)
32) --> Mass Confusion==> Acc(32) Acc(33) Rechg(33) Rechg(33) Rechg(34) ConfDur(34)
35) --> Regeneration Aura==> Rechg(35) Rechg(36) Rechg(36) Heal(36) Heal(37) Heal(37)
38) --> Adrenalin Boost==> Rechg(38) Rechg(39) Rechg(39) Heal(39) Heal(40) EndMod(40)
41) --> Power Blast==> Acc(41) Acc(43) Dmg(43) Dmg(46) Dmg(46)
44) --> Temp Invulnerability==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45)
47) --> Confuse==> Acc(47) Acc(48) ConfDur(48)
49) --> Power Boost==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Containment==> Empty(1)
---------------------------------------------
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
[ QUOTE ]
Dont get flurry... Its a total joke, get air sup instead, much more useful
[/ QUOTE ]
Don't get either. As a controller with empathy as a secondary, I wouldn't bother getting any attacks from the power pools. With Mesmerize / Levitate / Dominate you have a good attack chain when soloing, and Terrify gives you a cone with nice damage later on. It's much more important to take powers like Heal Other/Fort/AB, than to try to squeeze in an extra attack. Actually I would drop stealth when you respec since both your primary and secondary sets have very few "skippable" powers (for example, you would get a lot more out of Confuse). I would go with either SS (if you can get by with temps for vertical movement) or SJ (for Acro) as travel powers. And you don't need Flurry to take Hasten!
Hope some of this helps!
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
Yes they helped too much to understand me that i need to learn soo much about controlling.
But here is some points that was in my mind when i did this build.
I get stealth because it would be good with SS but later i changed it to SJ. So Stealth is not soo much usefull for me i admit, i can find another ways to skip mobs.
I didn't get Fort, Heal Other and AB but i get clear mind because it has a good concept with Telepathic powers. And i don't want to get so much into the Empathy, i can't be an empath. But name requires for me to get Empathy. o.O
Healing Aura, both RAs will help me as well as others. Get Absorb Pain for dramatic effects. I put Rez in but possibly at that level will change it with TK or another power i like.
Honestly if this wasn't a concept character i would prefer Rad maybe Kin to Empathy.
And for Flurry, i want a melee power in my character, i always wanted it so it will be either Jump Kick or Flurry in this build so i picked Flurry (Actually i want to see Jump Kick in action)
But i changed the concept in my mind and make it Mind/Rad this time. I think i can covered it better this time.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Radiation Emission
---------------------------------------------
01) --> Mesmerize==> Acc(1)Dmg(3)Sleep(21)Dmg(31)Dmg(46)Acc(46)
01) --> Radiant Aura==> EndRdx(1)Heal(40)Heal(46)Rechg(50)
02) --> Dominate==> Acc(2)Hold(3)Rechg(5)Acc(7)Hold(11)Rechg(13)
04) --> Levitate==> Acc(4)Dmg(5)Dmg(13)Dmg(21)Acc(31)Rechg(39)
06) --> Accelerate Metabolism==> Rechg(6)EndMod(7)Rechg(15)EndMod(40)Rechg(40)
08) --> Radiation Infection==> DefDeBuf(8)TH_DeBuf(9)DefDeBuf(9)TH_DeBuf(17)DefDeBuf(17)TH_DeBuf(29)
10) --> Enervating Field==> EndRdx(10)EndRdx(11)EndRdx(36)
12) --> Hasten==> Rechg(12)Rechg(15)Rechg(36)
14) --> Super Speed==> Run(14)
16) --> Hurdle==> Jump(16)
18) --> Total Domination==> Acc(18)Hold(19)Hold(19)Acc(31)Rechg(33)Rechg(33)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Lingering Radiation==> Acc(24)Rechg(25)Slow(25)Slow(37)Rechg(48)Acc(48)
26) --> Telekinesis==> EndRdx(26)EndRdx(27)EndRdx(27)
28) --> Terrify==> Acc(28)Acc(29)Fear(34)Fear(34)Dmg(34)Dmg(48)
30) --> Kick==> Acc(30)Dmg(43)
32) --> Mass Confusion==> Acc(32)ConfDur(33)
35) --> Tough==> DmgRes(35)DmgRes(36)DmgRes(37)EndRdx(37)
38) --> EM Pulse==> Acc(38)Acc(39)Rechg(39)Rechg(43)EndMod(43)Rechg(50)
41) --> Indomitable Will==> DefBuf(41)DefBuf(42)DefBuf(42)EndRdx(42)
44) --> Mind Over Body==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
47) --> Mutation==> Rechg(47)
49) --> Fallout==> Acc(49)Dmg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
And yes i will begin from lvl 1 again. Thanks for your help i hope you will tell couple of things about this build too.
Thanks again.
Cheers
PS: Finally i get Kick. Yay for me!
No.
Im sorry but i gotta agree with Extremus, whats going on?
Why tough? Thats just pointless
Sotting Kick with some dmg?
Yep i drop it (I mean kick and tough) it doesn't worth it. And will get EF after stamina. Maybe i get Recall Friend or Flight instead of them. I actually covered all the powers i wanted some powers make into build just to fill spaces. (Like Mutation and Fall out).
After reaching lvl 20 he will begin to attend a steady team so i think, Mass Hypnosis and Confuse can be skipable. As well as chocking cloud.
If you point out something usefull instead of this powers i will happy to get them. Also should i slot mind attacks with EndRdx ? Even in level 8 i have serious end problems. AM helps a little but still so hard to keep up with team.
Instead of Kick and Tough i will get AS and Flight. SS is fine but lack of vertical movement makes me mad sometimes.
And one speed enhancement is enough for SS or should i make it two?
Using the powers you mention, here's what I'd probably do for PvE (slots not necessarily in the right order):
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Radiation Emission
---------------------------------------------
01) --> Mesmerize==> Acc(1) Dmg(37) Dmg(37) Dmg(40) Acc(43)
01) --> Radiant Aura==> Heal(1) Heal(13) Heal(13) Rechg(42)
02) --> Dominate==> Acc(2) Acc(3) Hold(3) Hold(5) Rechg(11) Rechg(15)
04) --> Levitate==> Acc(4) Dmg(5) Dmg(11) Dmg(17) Acc(43)
06) --> Accelerate Metabolism==> Rechg(6) Rechg(7) Rechg(7) EndMod(17) EndMod(34) EndMod(36)
08) --> Radiation Infection==> TH_DeBuf(8) TH_DeBuf(9) TH_DeBuf(9) DefDeBuf(36) DefDeBuf(37) EndRdx(50)
10) --> Air Superiority==> Acc(10)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14) Fly(15) Fly(36)
16) --> Hurdle==> Jump(16)
18) --> Hasten==> Rechg(18) Rechg(19) Rechg(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Total Domination==> Acc(22) Acc(23) Hold(23) Hold(25) Rechg(31) Rechg(33)
24) --> Enervating Field==> EndRdx(24) EndRdx(25) EndRdx(46)
26) --> Terrify==> Acc(26) Acc(27) Fear(27) Fear(29) Rechg(46) Rechg(50)
28) --> Lingering Radiation==> Acc(28) Acc(29) Rechg(34) Rechg(43)
30) --> Telekinesis==> EndRdx(30) EndRdx(31) EndRdx(31)
32) --> Mass Confusion==> Acc(32) Acc(33) Rechg(33) Rechg(34)
35) --> Mutation==> Rechg(35)
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(39) Rechg(40) Rechg(40)
41) --> Indomitable Will==> Rechg(41) Rechg(42) Rechg(42)
44) --> Mind Over Body==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45) EndRdx(46)
47) --> Psionic Tornado==> Acc(47) Dmg(48) Dmg(48) Dmg(48) Acc(50)
49) --> Super Speed==> Run(49)
Some comments:
- You should limit the number of toggles you run until after Stamina. EF is nice to have early, but it will be hard to run along with RI before SOs.
- I would take Hover instead of AS. You really don't need an extra attack (especially if teaming) and Hover can help with positioning and knockback during fights.
- The Psi Epic is nice because of IW which mainly needs rchgs, the +def is nice but only works against psi dmg which MOB (the shield) grants +res to. So only slot def_buf if you have spare slots.
- Psi Tornado is a decent (used to be great) AoE attack with some handy knockup. You can skip it, but it might be handy in small teams.
- Mass Hypno is a great power, but it takes a while to learn to use properly (and in some teams, it might be useless). I would suggest you try it and drop it later if you don't like it.
- Choking Cloud: I'm not a fan at all of this for controllers (especially Mind): low accuracy (can't be enhanced) and very high end cost. Meh.
- Confuse is great, and I would also try to take it. From level 6 to 50 you will find some use for it. You might consider this instead of Mutation or SS.
Good luck!
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
Yay! Thanks soo much Okton. With some order changes like SS and later taking flight (Flight is so slow if you get used to SS ). Maybe instead of Mutation getting Confuse or Mass Hypnosis is a better thing to do.
Thanks for your great help.
You put 3 slots on fly but i think only one is enough for me, i will use it only for gettin top of high buildings and etc.
Agree with Okton - get Mass Hypnosis and try it out. When soloing, it's fab - sleep a whole mob and not only do you not get agro, it gives you instant containment for double-damage for the rest of your controlly attacks. Also, if you DO team, I still find it useful for a number of reasons:
1) there are 2 groups close together - let the tanker take one mob, you Mass Hypno the other mob - no danger of agroing both sets of mobs at once.
2) I open up ALL of my attacks now with Mass Hypno + Terrify (slotted for 2 acc, 2 damage and 2 recharge) - again, this means that I get instant containment on Terrify for extra damage.
3) If things start to get hairy (oops, didn't see the AV and we all waded in and people's health has suddenly dropped to a nasty orange colour) - Mass Hypno could be that vaulable life-saver as most people will be focusing on the Big Guy rather than the minions.
In all these cases, it's situational as to when you'll use Mass Hypno - but rather than being limited to just one situation (which is the case with some powers - should I take power X because I'll really only use it in situation Y) I'd recommend that you at least try it out. I've got it in my build, and my mind/emp controller is almost lv 35 and I must say that Mass Hypno is my most used AoE.
Another point to note is that, since you have in essence 3 AoEs (a sleep, a fear and a hold) I'd swap your fears in Terrify for damages. With 2 damages in it, at lv 34 I'm doing around 82 damage to +2 minions (double that if I hit a mob that's already asleep through Mass Hypno and hence 'containment' is activated) - so you can get a LOT of mileage out of giving yourself some extra firepower in your AoE. Technically, it's a cone power, but it's a 90 degree cone (I think one of the widest in the game) - and you can hit nigh-on everything in sight - and with a BI of 2.77, it's super-strong compared to all other troller AoEs (ice's frostbite - BI 0.834; earth's stone cages - BI 1.389; fire's fire cages - BI 0.918 etc).
Uh oh, i've just read WonderGrans post. And i think you're all right about Mass Hypnosis. When soloing Psy-knight is the best there is. But in teams, even in a team of 3, things got really nasty because my lack of area control powers. For your knowledge, Psy is now 25 and just get Mass Dominate at 24. I changed my build, actually it was Okton's build but i changed it a little so changed again to get Mass Hypnosis as soon as possible. Will slot it 2 accs and 2 recharge i think this will be enough.
I tried other controllers set a little bit but no other set gets close to satisfy my needs other than Mind. I wanted to make another controller but i read a guide about controller like sets and will make my last toon as Ice/Ice Blaster.
Thanks for all your help again and again.
Okay here is my dilemma.
Psy-knight is lvl 33 and going great (except that he dies so much he is an aggro magnet with Terrify and debuffs but i like to play with him)
Anyway on upcoming levels i have two Mind set powers to choose, TK and Total Domination. I will get TK at lvl 35 but still can't decide if i choose Total Domination or EMP at lvl 38. Both are holds as far as i know and both have their own advantages. Total Domination don't leave me without endurance like EMP. But EMP will damage Robots which are pain on my side (of course i have two powers to pummel them (AS and Levitate) but with robot armies of Nemesis and like they can't be much effective) but it will leave me without endurance which can be crucial via my dropped toggles on RI and EF.
Which one will help me on higher levels more? After lvl 38 i will get 4 epic pool powers and possibly face the glorious lvl 50. ^_^ This looks like a dream but i hope i will see lvl 50 someday.
Both TD and EMP are immensely more useful in PvE than TK. In PvP on the other hand...
EMP won't solve your dmgproblem against robots. It's neglible and the recharge is too long.
P.S Why havent you gotten TD at lvl 18?
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
Oh i have it but later respec it with Mass Hypnosis
But if EMP isn't that damaging as i imagine then i will continue with TK and TD.
Thanks Archy.
I agree with archy dont bother with tk at all for PvE since its really not that usefull except for when you have a confused boss and want to push him into several mobs. However once you reach and 50 and are considering going towards pvp then you can just respec in tk.
The holds dont get better than EMP for PvE. Its a fantastic power and well worth a slot in any Rad build
"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!"
Disagree re: TK - I find that it's an AMAZING power; IMO, I find that it's Mind's defining power. Yes, it's end hungry (mine's 3-slotted for end redx) and it can take a while to master; but once you have got the hang of it, it is well worth the while. Imagine being able to control a large mob without panicking. With TK, you can have 3 or 4 huddled together in a corner (comfortably - you can get more but it's a pain without constantly moving) and with terrify, TD and MH, you can have others held and locked down too. It's yet ANOTHER multiple controlling power (that brings Mind's AoE/cone powers to 5 if you count Mass Confusion).
Just one thing to note with TK is that it will NOT pick up a boss or higher rank (unless he/she is already mezzed, in which case they will happily sail along with the other minions until the mez wears off) - so it's pretty handy if you want the scrappers/tankers to take out the boss/AV whilst you deal with the lil' guys.
Uhmmm really apriciate your advices but as i decided to cancel my account last nite i deleted all my toons, including my beloved Psy-knight. But after talking with some friends in game i decided to stay. I love game but some people are really annoying, on the other hand i have some good friends. So my friends win and i am staying.
I re-roll psy-knight last nite but realize that i can't play him as a Mind/Rad controller. So i wanted to make a diffirence and will make him Mind/Kin.
What's the sinergy between Mind and Kinetics? I must admit Mind/Rad is comfortable build so i once seek wisdom of you, experienced heroes of the Paragon.
This is my planned build.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Psy-knight
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Kinetics
---------------------------------------------
01) --> Mesmerize==> Acc(1)Dmg(11)Dmg(40)Acc(40)
01) --> Transfusion==> Acc(1)Heal(7)Heal(17)Acc(17)Rechg(46)
02) --> Dominate==> Acc(2)Hold(3)Rechg(3)Acc(5)Hold(7)Rechg(9)
04) --> Levitate==> Acc(4)Dmg(5)Dmg(40)Acc(46)
06) --> Siphon Power==> Acc(6)Rechg(9)Acc(19)
08) --> Air Superiority==> Acc(8)Dmg(46)Dmg(50)
10) --> Confuse==> Acc(10)Rechg(11)
12) --> Siphon Speed==> Acc(12)Rechg(13)Slow(13)Acc(19)Slow(23)
14) --> Fly==> Fly(14)Fly(15)Fly(15)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Speed Boost==> EndMod(22)Rechg(23)
24) --> Mass Hypnosis==> Acc(24)Rechg(25)Acc(25)Rechg(43)
26) --> Terrify==> Acc(26)Acc(27)Dmg(27)Fear(34)Rechg(36)Rechg(37)
28) --> Increase Density==> DmgRes(28)DmgRes(29)DmgRes(29)
30) --> Total Domination==> Acc(30)Acc(31)Hold(31)Hold(31)Rechg(34)Rechg(34)
32) --> Mass Confusion==> Acc(32)Acc(33)Rechg(33)Rechg(33)
35) --> Transference==> Acc(35)Acc(36)EndMod(36)Rechg(37)Rechg(37)
38) --> Fulcrum Shift==> Rechg(38)Rechg(39)Acc(39)Acc(39)
41) --> Indomitable Will==> Rechg(41)Rechg(42)Rechg(42)DefBuf(42)DefBuf(43)DefBuf(43)
44) --> Mind Over Body==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
47) --> Psionic Tornado==> Acc(47)Acc(48)Dmg(48)Dmg(48)
49) --> Telekinesis==> EndRdx(49)EndRdx(50)EndRdx(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
One note about powers, i put 2 dmg into Air Superiority, my experiences with old Psy thought me that robots can be pain inna back for a Mind controller so without the rad debuffs i feel the need to put extra damage to it. And a second note i never played a Kinetics before, always find it so confusing but one has to start somewhere.
Thanks in advance, again.
Don't have any experience on mind/kin; however I have a mind troller and a kin defender, so I'm sure that I could cobble something together
On my kin defender, I found that once I'd managed to get (and properly slot) transference, I didn't need the fitness pool anymore - kaching, 3 extra powers. With transference down only 11 secs or so, I can happily fire it off and recharge my blue bar to full (2 acc, 2 end mod, 2 recharge reductions).
Also, with fly, you only need to 1-slot it for speed (a lot of the time, you'll have SB running and so pretty much hit the flight cap); also if you do decide to ditch the fitness pool, you can pick up IR for a much quicker travel power than fly (and toggle fly for those oh-so sticky moments, like flying through The Hive or Eden). Also, if you want to 2-slot SB, slot it for 2 end mods - it's only got a couple of seconds recharge time on it.
I've cobbled together something of a build, based on my usage of the mind power pool on my troller and my usage of the kinetics pool from my defender. As you'll see, all the powers are included. Just have a play around what you want slotting when.
01) --> Mesmerize==> Acc(1) Acc(17) Dmg(17) Dmg(23) Rechg(40)
01) --> Transfusion==> Acc(1) Acc(3) Heal(3) Heal(5) Heal(5) Rechg(40)
02) --> Dominate==> Acc(2) Acc(7) Hold(7) Hold(15) Rechg(15) Rechg(37)
04) --> Levitate==> Acc(4) Acc(34) Dmg(34) Dmg(34) Rechg(42)
06) --> Air Superiority==> Acc(6) Dmg(42) Dmg(42)
08) --> Mass Hypnosis==> Acc(8) Acc(9) Rechg(9) Rechg(50)
10) --> Siphon Speed==> Acc(10) Acc(11) Rechg(11) Rechg(13) Slow(13) Slow(50)
12) --> Confuse==> Acc(12) Rechg(43)
14) --> Fly==> Fly(14)
16) --> Increase Density==> DmgRes(16)
18) --> Total Domination==> Acc(18) Acc(19) Hold(19) Hold(21) Rechg(21) Rechg(23)
20) --> Speed Boost==> EndMod(20) EndMod(46)
22) --> Siphon Power==> Acc(22) Acc(45) Rechg(46) Rechg(46)
24) --> Telekinesis==> EndRdx(24) EndRdx(25) EndRdx(25)
26) --> Terrify==> Acc(26) Acc(27) Dmg(27) Dmg(29) Rechg(29) Rechg(31)
28) --> Inertial Reduction==> Jump(28)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)
32) --> Mass Confusion==> Acc(32) Acc(33) Rechg(33) Rechg(33)
35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(36) Rechg(37) Rechg(37)
38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
41) --> Power Blast==> Acc(41) Acc(43) Dmg(43) Dmg(48)
44) --> Temp Invulnerability==> DmgRes(44) DmgRes(45) EndRdx(45)
47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
49) --> Repel==> EndRdx(49) EndRdx(50)
Firstly, I've taken out the fitness pool (I kept it until approx lv 30 on my defender, then respecced out of it) and haven't looked back. I guess the one thing that I DO miss from the pool isn't stamina, but health (for the reduced sleep time). I've also put in Hasten (for the long recharges on your AoE holds) - stacks great with siphon speed; also put in inertial reduction (faster than fly and no 'suppression' so you can fight and immediately jump away) and repel (it's a love/hate power - it's GREAT against PPs before they use MoG - just keep em bouncing all over the place and they can't touch you hehe)
Personally, I've not got siphon power in my defender's build, but I can see a use for it; I wouldn't use it to buff my own damage (at later levels - use fulcrum shift for that) - but would rather use it as a debuff on an enemy; so target the boss/AV with it and watch their damage output fall.
Regarding the robots/banished pantheon (they, too, have resistance to psi powers) - levitate is rather effective against them (though if you have the 12 month veteran power, you could also pick up sands of mu) - and with your air superiority, you've got 3 non-psi attacks (4 at later levels with power blast).
Also picked primal forces rather than psionic mastery for the power pool, purely for power boost. If you've gotten to lv 41 and think you still need protection against mez (i.e. indomitable will) then just carry a load of break frees. But honestly, as a mind troller, you'll hit them with a LOT more than they can hit you (as in previous post, you've got FIVE AoE/cone trolly powers) - plus, you've really only got 9 more levels to go before you hit 50; indom will would be great if you could pick it early on, but since you can't, you've managed this far, you'll be fine without it. Besides, with power boost, just imagine your holds lasting twice as long, and being able to use every minute (with 3 recharges in it - even less if you use hasten/siphon speed) - that's a LOT less waiting around than the Vanguard accolade!
And finally, kinetics is probably one of the best suited secondaries for mind; because mind has 2 'holds' that are really sleeps, any kind of debuff/anchor wakes up the target; however, all of kinetics' powers (with the exception of repel) do NOT wake up a sleeping target. Just imagine mass hypnoing a group of baddies, running into them, fulcrum shift them all, then hit terrify - double-damage from containment and lovely lovely damage output from fulcrum shift.
As I said before, this is just a build that I've cobbled together in a matter of minutes - try using it as scaffolding to build around, rather than a straightjacket that forces you to pick power A and B when it says.
And above all, have fun experimenting!!
Thanks Wondergran, this is very helpfull. I think i will stick with stamina until lvl 30 just like you then respec it out.
No problems at all Glad to be of service - hopefully you'll be able to make a blinder of a hero!
Heh if i don't use Siphon Speed. It doesn't give Endurance Regeneration so i left without endurance during the fights. I hope things will change after Stamina.
What it's mean is that if you DID use siphon speed, you could stack mesmerise and dominate and not have to worried about getting attacked - maybe even pop a rest break in whilst they're held to recover endurance. But yes, there IS the temptation to fire off a couple of hugely end draining powers with siphon speed running (esp if you have it double-stacked).
I deleted Mind/Kin Psy-knight and re-start him as old self, Mind/Rad. After some thought over the matters i finally found out what's bugging me with Kinetics and Dark; depending enemies to work their powers. Without enemies no heal, no rez, no extras. I like independence of empathy and radiation. Maybe these both are more powerfull sets than Radiation and empathy but not my style.
Thanks again for Kinetics set up Wondergran, my brother and other unexperienced players with kinetics alway ask my opinion about the set and now thanks to you i have an insight to things about kinetics.
I have a mind/empathy controller at lvl 8, i was using him for soloing but as i gave up my main i try to focus on him more. But not sure about slottings as i never played fully with a mind troller at higher levels, past 20 for example. Here is my build.
The powers you will see up to lvl 8 are already taken. I get stealth for scouting and flurry for extra damage (AS will be far more good choice but i want hasten and i picked Flurry instead of Jump Kick)
Thanks for your concern btw.
Cheers.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: M-path
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Empathy
---------------------------------------------
01) --> Mesmerize==> Acc(1)Dmg(3)TH_DeBuf(9)Acc(21)Dmg(34)Dmg(34)
01) --> Healing Aura==> EndRdx(1)Heal(7)Heal(9)Heal(40)Rechg(40)
02) --> Dominate==> Acc(2)Dmg(3)Hold(5)Rechg(7)Dmg(13)Hold(15)
04) --> Levitate==> Acc(4)Dmg(5)Dmg(13)Dmg(17)Rechg(17)EndRdx(21)
06) --> Absorb Pain==> Heal(6)Rechg(11)Heal(43)
08) --> Stealth==> DefBuf(8)
10) --> Flurry==> Acc(10)Dmg(11)Dmg(25)Dmg(25)EndRdx(33)Rechg(34)
12) --> Combat Jumping==> DefBuf(12)DefBuf(43)
14) --> Super Jump==> Jump(14)Jump(15)Jump(39)
16) --> Hurdle==> Jump(16)
18) --> Total Domination==> Acc(18)Acc(19)Hold(19)Hold(39)Hold(40)Range(50)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Clear Mind==> Rechg(24)EndRdx(27)
26) --> Hasten==> Rechg(26)Rechg(27)Rechg(42)
28) --> Recovery Aura==> Rechg(28)EndMod(29)Rechg(29)EndMod(36)Rechg(48)
30) --> Terrify==> Acc(30)Acc(31)Dmg(31)Fear(31)TH_DeBuf(37)Rechg(37)
32) --> Mass Confusion==> Acc(32)Acc(33)ConfDur(33)
35) --> Regeneration Aura==> Rechg(35)Heal(36)Heal(36)Rechg(37)
38) --> Resurrect==> Rechg(38)Rechg(39)Rechg(43)
41) --> Mental Blast==> Acc(41)Dmg(42)Dmg(42)Dmg(46)Acc(46)Rechg(46)
44) --> Indomitable Will==> DefBuf(44)DefBuf(45)DefBuf(45)EndRdx(45)
47) --> Mind Over Body==> DmgRes(47)DmgRes(48)DmgRes(48)EndRdx(50)
49) --> Telekinesis==> EndRdx(49)EndRdx(50)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------