Mind/Electric Advise
Mind/Elec is a very good soloer, and it offer a decent amount of damage and control to most teams. Mine is in the mid 40s right now, and I haven't come across much I couldn't handle (except those damn balistae...)
Must have powers are:
Dominate
Confuse
Mass Hypnosis
Terrify
Mass Confusion
Charged Bolts
Charged Brawl
Havoc Punch
Build Up
Although I find Mesmerize, Total Domination, Voltaic Sentinel, and Static Discharge to be invaluable parts of my arsenal, they mostly depend on taste.
I'd just like to add, Mesmerize is a great mez in that it will effect bosses in 1 application without domination, so it's a good 'ohcrap' power in the early stages when Dominate still needs some nurturing.
Total Domination is useful in that it can be staggered with Mass Confusion, so you will always have one good aoe mez for the next mob.
While ElA is not really an aoe strong set, Static Discharge still does good damage, and more aoe is always welcomed on teams. It's also a much wider cone than most, put in 2-3 range SOs into it and watch the numbers fly.
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Mind/Electric, in my experience, is a great soloer and a decent teamer. Unlike, say, Ice or Earth, you don't get an "always up" power that can very-nearly lock down a whole group like Ice Slick or Earthquake can. Terrify, while good, lacks truly effective punch. Electric Melee is a great single-target damager, but, again, you get very few good AoE powers.
I largely agree with Weatherby's suggestion on powers, although I will say that I don't like Mass Hypnosis that much. Solo, I very rarely ever run into a situation where I'm colliding with more than 3-4 guys, all of whom are very easy to lock down with just single target powers, while, on a team, Mass Hypnosis is nearly useless since everyone just runs in and uses every AoE they have (barring the RSF).
For power pools, Fitness is obviously a very good one to have for Stamina, though the rest is largely up to taste. I went with that, Leaping (Combat Jumping gives you some immobilize protection, Super Jump is cool), and Medicine. For Patron Powers, it's largely a toss-up and depends on what you want to do. Soul is good for the extra damage boost if you can slice down the crazy recharge somewhat, and Mace is good for personal survivability. It is, in fact, possible to cap Smashing/Lethal Defense with Mace, and you get the wonderful Poisonous Ray and Personal Force Field along with it. Mind/Elec is one of the easier sets to softcap on, in my opinion.
Mind/Elec is one of the easier sets to softcap on, in my opinion.
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This is a good point, not just in regards to soft-capping but for IOs in general. Mind/Elec can slot nearly every type of set io, and that gives very good options for either capped defense or (relatively) cheap Perma-Dom.
On Mind/Elec in particular, I agree with the general opinion. Deadly solo. Still pretty good teamed, but not the best. I've found that solo play is very aggressive (open with Terrify/Static Discharge, then close in an start punching), while teamed is very laid back (staying at range, spamming controls and ranged blasts). I also want to cast a vote for Levitate over Mesmerize - solid damage, Smashing to give you some more variety, and it's still a boss-negating power. My standby is Dominate-Levitate-Dominate. Sure, it takes two applications to hold the boss. They're in the air for the whole time, though, so who cares?
I've been levelling one of these recently (L39 and still having fun).
I would agree with Terrify + Static Discharge as an opening combo, but it's more often Build Up + Terrify + Static Discharge.
And I'll go the other way on Mesmerize vs Levitate. The whole point of Mesmerize is that it only needs one application to mez a Boss. So if you're encountering a purple Boss that you really don't want to have more than one shot at you, Dominate + Mesmerize + Dominate is the way to go.
I must disagree here. Terrify's cone size is absolutely massive (90 degree cone, 60ft range, I believe?) and easily perma-able. And while Fear is less universal than a KD patch, Mind has three other AoE mez powers as well. I find it difficult to grasp anyone finding the set to not be a solid AoE lockdown set.
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I also want to cast a vote for Levitate over Mesmerize - solid damage, Smashing to give you some more variety, and it's still a boss-negating power. My standby is Dominate-Levitate-Dominate. Sure, it takes two applications to hold the boss. They're in the air for the whole time, though, so who cares? |
The problem is more in the fact that you only have Terrify as the AoE lockdown for each individual group. Mass Confusion and Total Domination are pretty good, but, barring some insane recharge, can't be used on every single pack like Ice Slick or Earthquake can. I like playing Controllers/Dominators that have some sort of power that can largely neutralize an entire pack and do so consistently, as it improves the life of the group a great deal and speeds things up quite a bit.
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A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
Thus alternating controls - presume 30 seconds per spawn, and the 90 second recharges. Mass Confuse one. TD the next. Then Mass Hyp the third. By the fourth, MC is up again, and you still have Terrify in your pocket as needed. It isn't as efficient as Ice Slick, but by no means is it not effective.
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I run Mind/Ice and have to agree, Mind plays a lot different than many of the sets. It is a very single target set with a few emergency buttons. So, like Ice, Mind/Elec would be a good solo dom, safe and slow.
Mass Hypnosis is largely worthless. Sleep (mesmerise) is a very good power when soloing and for boss fights.
Terror is a very good power for groups, it offers very good damage mitigation and can recharge very quickly. Levitate is an under-rated damage/soft control power.
Seems like if you wanted to run a Mu character Mind/Elec would be a great RP angle.
You want to run AOE Fire and Plant are the way to go.
Well I think I see the problem. While some like to play heroes and hero play styles red side round hole square peg. Granted with enough force the square peg will fit. Its nice that the game is so flexible to allow this many play options. As it was said they like to play like a controller locking down everything. I have a RL friend who is into Mind total lock down and it works for him (fun) so I only kid him how long it takes to defeat stuff every now and again.
Red side its been my expereince that mind is great for a lot of things. One of the best things it does is causing Chaos. Instead of locking down the entire spawn. I focus on removing the most problem causing opponents. Be it a boss Sapper etc. If the team your own cannot take out the rest of the spawn after you have removed critical targets then you may want a new team or (if your high enough to have both cones) show them how to mop it up.
Brutes like to be attacked so I do not go for complete lockdown. The more fury they have the less work for me. I just need to help them not take as much damage or remove targets that cause them problems.
If the team has a stalker I try to watch the targets they stage on and then remove another high value target instead.
On a decent team things are dying so fast is it worth it? Or should you be helping out with more damage?
On the use of mass hypnosis I agree that its not a lot of use in a rolling team. It is great for that extra aggro or ambush the team is not ready for. Mind has a lot of control options
that can adapt to a lot of team styles. From total lock down as mentioned to rolling death teams that your the hard targets remover. Succubuss NP I have her.
Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM
Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic
Well, I finally got around to starting my Mind/Electric Assault Dominator. However, as I can find no real guide for /Electric Assault, I was wondering if anyone could give me pointers regarding the set, and how it meshes with Mind Control.
Thank you.
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