To control is my mantra (critique my mind/rad)


Jorlain

 

Posted

I've been hemming and hawing over making a mind/rad for a while now and tossed this together as my intent for a final build. Looking over the individual power recharges and debuff numbers my thinking is that I won't need a res because the only people dying would be the ones who hit self destruct or the one's who forgot they had rest toggled and hit 10 breakfrees before charging into the spawn. I'm not worried about solo damage. It's more about having all of the mobs praying for death as the only thing that can release them from the horrible torments that I am layering upon them.

Comments and criticisms welcome.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
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Level 1: Mesmerize HO:Endo(A), HO:Endo(43), CSndmn-Sleep/Rng(46)
Level 1: Radiant Aura Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 2: Dominate BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(40)
Level 4: Accelerate Metabolism EndMod-I(A), EndMod-I(5), EndMod-I(5), RechRdx-I(13), RechRdx-I(37)
Level 6: Confuse Pplx-Acc/Rchg(A), Pplx-EndRdx/Conf(7), Pplx-Acc/Conf/Rchg(7), Pplx-Conf/Rng(9), CoPers-Conf%(9)
Level 8: Swift Empty(A)
Level 10: Hover LkGmblr-Rchg+(A), Zephyr-Travel(11), Zephyr-Travel/EndRdx(11), Ksmt-ToHit+(15)
Level 12: Hasten RechRdx-I(A), RechRdx-I(13), RechRdx-I(40)
Level 14: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Mass Hypnosis FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(17), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19)
Level 18: Super Speed Clrty-Stlth(A)
Level 20: Stamina EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(23), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(34), UndDef-DefDeb(37), UndDef-DefDeb/EndRdx(37)
Level 24: Lingering Radiation P'ngTtl-Acc/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl-Acc/EndRdx(25)
Level 26: Terrify Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(34)
Level 28: Choking Cloud BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Rchg(31), Lock-%Hold(50)
Level 30: Enervating Field EndRdx-I(A), EndRdx-I(31)
Level 32: Mass Confusion Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
Level 35: Total Domination UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(36), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(40)
Level 38: EM Pulse BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Power Blast KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 44: Temp Invulnerability Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-EndRdx/Rchg(45), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(46)
Level 47: Telekinesis EndRdx-I(A), EndRdx-I(48), EndRdx-I(48)
Level 49: Power Boost RechRdx-I(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment


 

Posted

OK, from my perspective, this build needs some work . . . but my playstyle may be substantially different from yours.

Mez: To me, this is mainly a damage power that happens to put foes to sleep. I slot it like an attack. My Mind controllers are very good solo in low levels, slotting Dom, Mez and Lev as damage powers -- they make a great attack chain by taking the foe out of the fight three ways (hold, sleep, knock-up) while doing damage.

Dom: Since I use Dominate as mainly a set up for containment as part of my attack chain, I don't slot much for hold duration. Acc, Dam and Rech mostly. Even if you want to slot it as a hold, it deserves 6 slots so you can spread it around or spam it.

AM: Efficiency Adaptor works great in AM. If you don't have enough Global Recharge, then use a common recharge in place of the Acc/EndMod, but if you have enough Global, you can get an extra 5% Recharge from using the entire set.

Confuse: You have a fair number of expensive IOs, but for some reason did not use the rest of the purple set in Confuse. Use 5, or if you want Ranged Defense, go for 6. Compared to other purple sets, it is fairly inexpensive and the bonuses are great. The proc (which you have in the build) turns the single-target confuse into a mini Mass Confusion 1/3 of the time.

Swift: I never understand why people take Swift/Hurdle so early when other, far more useful powers are available and won't affect when you get to Stamina.

Hover: Do you really need Hover in this build? If you are going for Invisibility with Super Speed + Stealth IO, then skip Hover. You can get vertical travel with (a) the Jump Jet from the Good vs. Evil set and (b) careful and stingy use of the Raptor Pack and Zero-G pack from scanner missions. Take Super Speed at 14 to reduce your use of the temp powers so you can save them for later. Try to fit in Levitate in place of Hover for that whole Attack Chain thing (and smashing damage against Psi-resistant foes like Robots).

Radiation Infection: This is one of those powers I like to take early. At level 50, you can save a bunch of slots by using 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx), which are the perfect slotting for all three aspects of this power. You can make up for the bonuses elsewhere. Before level 50, slot for ToHit Debuff and some EndRdx, and don't worry about Defense Debuff as the default amount is enough.

LingRad: It can wait in the build, as EF provides more benefit. Note that this has a 30 sec duration and a 90 sec Recharge, so unless you have a bunch of Global Recharge, you will want to slot for Accuracy first, then Recharge.

Terrify: I use it more as my only AoE damage power, but for a team-oriented 'troller, Glympse is a good set.

Choking Cloud: I don't think it would be a good match for a Mind/Rad. Works great as seconary control for a Fire/Rad or maybe Ice/Rad, but Mind/Rad doesn't need to be in melee for a control that hits so unreliably. See my Ill/Rad guide for a detailed explanation on how CC works. If you take it, it needs to be fully sloted for EndRdx and Hold.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I have a mind/nrg domi and an ar/rad corr and on both toons I feel that the damage sets get in the way of my debuff/controls. This toon is designed to be a pure carebear. If the lack of personal damage will hurt a team more than the excess of control would help it, then I'll rethink the idea.

The two purple sets are picked because I alread know that they function well for the powers I slot them into and because they're relatively cheap.

I had efficacy adapter in AM originally in the concept but found I could get similar performance overall by slotting with standard IO's and got a slot back to move elsewhere.

I like hover as a combat power because it allows me to float over most spawns and drop my cones/toggles in a spot I can be reasonalby sure they will have the greatest benefit. Also being above the action means I have a better POV to abuse telekinesis from.

On my domi I find that my secondary mostly languishes unless I get the urge to go around soloing in a mish. On my corr the same happens in reverse. I'll usually save the AR attacks for larger spawns that I have already locked down and debuffed or if I end up soloing. The cones again make hover my prefered combat movement power.

I like containment and have a few other trollers that leverage it to great benefit. This character was basically an idea based around ignoring containment in favor of amassing an arsenal of mez and debuffs for team benefit. Again if my personal lack of damage will hurt a team more than all my toys help, then I'll rethink. The crux of this idea was having a build with AM and Telekinesis. I totally love telekinesis and all of the tricks I can pull off with it. Everything else was just icing on this particular matching of two powers.