mind/NRG PVP build.
Need Leadership
Don't need meds pool (bring greens)
Power Push does 0 damage in pvp, slot it for a higher kb mag than levitate or don't take it
Need Dominate, slot for hold duration
Do not need Mass confusion
Need more recharge
Are you working on a budget?
This one is the only wrong part you have in there.
Duel me.
I will work on my sig pic more when I have time.
this was a very rough build, not finished. just wanted to get some feedback and ideas
I'm not using insps in pvp. I zone pvp a lot, i'm not running back and forth buying insps all the time, plus for duels we dont use insps.
power push does indeed do dmg, and has a base kb of 16.6. i can't imagine it needs to be slotted for more kb? the reason i got aid self was because it works well with PFF.
I am working on a budget. got about 200mill on vills side so far, currently trying to earn more.
So should i switch levitate for damage instead of kb, and make power push a kb only power?
i've dropped mass confuse and replaced with dominate, 6 slotted stamina for a cheap 5% extra rech. Still don't have enough slots though, working at it
this was a very rough build, not finished. just wanted to get some feedback and ideas
I'm not using insps in pvp. I zone pvp a lot, i'm not running back and forth buying insps all the time, plus for duels we dont use insps. power push does indeed do dmg, and has a base kb of 16.6. i can't imagine it needs to be slotted for more kb? the reason i got aid self was because it works well with PFF. I am working on a budget. got about 200mill on vills side so far, currently trying to earn more. So should i switch levitate for damage instead of kb, and make power push a kb only power? i've dropped mass confuse and replaced with dominate, 6 slotted stamina for a cheap 5% extra rech. Still don't have enough slots though, working at it |
Even if you're just in zones I'd still say leadership over meds pool... If you cannot accurately hit with your mezzes and attacks consistantly you will lose. Mind/Nrg has no Aim or build up type power so having that source of tohit from leadership really helps. The damage bonus from assault helps a bit too. Just as important you need +perception in your build, and tactics gives this.
I'm not very good at making low budget builds so maybe someone else can help ya out there.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
You should really consider taking Coercive Persuasion in confuse however, for the recovery two Coercive Persuasion will offer you.
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Thanks for your input and build Tokyo. After some revisions, i've decided to drop the medicine pool in order to get Assault and Tactics, which means PFF fromthe epic seemed pointless if i had no self heal, so dropped that too. here's the revised build, let me know what you think? and if you have any pointers
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Thanks for your input and build Tokyo. After some revisions, i've decided to drop the medicine pool in order to get Assault and Tactics, which means PFF fromthe epic seemed pointless if i had no self heal, so dropped that too. here's the revised build, let me know what you think? and if you have any pointers
|
NP, glad I could give you some ideas. Keep in mind I'm by no means a seasoned PvPer. I PvP very casually, so its best to try and get the seasoned PvPers opinion. I always like seeing alternative builds. Good luck on your toon.
So any Tips or ideas on the build i posted above? &.&
I do know you lack quite a bit of KB protection and mez protection which can hurt you bad in PvP when you are out of Dom and judging by your recharge, you will be out of it for quite some time.
I have no experience with slotting water spout for KB, however that doesn't seem like the greatest idea. I tend to like to be in more control of when my enemy is being KBed, so water spout is frequently slotted for damage.
I'd stay away from the high casting time powers as well like sniper and total focus. Surpised you didn't take Power Burst.
Not sure how telekensis works in PvP. Whether it would keep the enemy held for any length with the new mez rules. Something to test out though.
Definitely head on over to the PvP forums.
Don't know if you factored in my set bonuses for KB protection, but i've got +6 from set bonuses, 1 kb prot IO and acrobatics. So I think that's ok for now. TK isn't that useful, but it was a free power pick that I didnt have to waste slots on. nice to use on a Foe who's in hiber. No1 stays in range long enough for water spout to deal decent dmg, as I zone pvp, so 6 slotted to get the set in it, which gives kb prot and global recharge. I did it coz of the big thing you pointed out, my lack of recharge. Not sure what to do about that really :/
Since you mentioned about avoiding the long cast times, I have been toying with the idea of getting rid of Total Focus and getting Power Burst instead, but Total Focus does immense damage,would be a useful finisher, according to my mids, with bonuses, it'll do 657 dmg (not counting enemy res)
Thanks for coming back to the thread and posting new stuff, keeps me thinking lots and tweaking the build, i really appreciate it!
Oh and just want to add, i posted the same thread in the PVP section but got 0 replies, hence why i thought i'd try here, hehe.
TK is an auto 12 second hold now, I don't think the duration is enhancable (it might be, but I don't think it is. Wasn't sure how my friends TK was slotted), but once you activate TK, the person is slightly levitated off the ground (no repel component anymore) and held for 12 seconds, once you perform an attack or something, it breaks TK and it's hold, so no you can't just freely attack someone caught in it.
When testing, I tried acro on, acro off, acro w/ 10 BFs, and the hold was always 12 seconds. Interestingly enough, with acro on and a bunch of BFs, it seems squishies at least top out to cutting hold durations by max 50-60%.
I can see it being useful if you have rad toggles on you that you can't get off, you can use that auto-hit hold to drop it. Or stop someone for the duration of their Build Up cycle.
TK is an auto 12 second hold now, I don't think the duration is enhancable (it might be, but I don't think it is. Wasn't sure how my friends TK was slotted), but once you activate TK, the person is slightly levitated off the ground (no repel component anymore) and held for 12 seconds, once you perform an attack or something, it breaks TK and it's hold, so no you can't just freely attack someone caught in it.
When testing, I tried acro on, acro off, acro w/ 10 BFs, and the hold was always 12 seconds. Interestingly enough, with acro on and a bunch of BFs, it seems squishies at least top out to cutting hold durations by max 50-60%. I can see it being useful if you have rad toggles on you that you can't get off, you can use that auto-hit hold to drop it. Or stop someone for the duration of their Build Up cycle. |
TK is an auto 12 second hold now, I don't think the duration is enhancable (it might be, but I don't think it is. Wasn't sure how my friends TK was slotted), but once you activate TK, the person is slightly levitated off the ground (no repel component anymore) and held for 12 seconds, once you perform an attack or something, it breaks TK and it's hold, so no you can't just freely attack someone caught in it.
When testing, I tried acro on, acro off, acro w/ 10 BFs, and the hold was always 12 seconds. Interestingly enough, with acro on and a bunch of BFs, it seems squishies at least top out to cutting hold durations by max 50-60%. I can see it being useful if you have rad toggles on you that you can't get off, you can use that auto-hit hold to drop it. Or stop someone for the duration of their Build Up cycle. |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Thought I'd share the mind/enrgy build that I am currently working towards. I'd like to jump over to test and test out telekinesis. If it's as good as it sounds, I may just have to rethink the build. For now, TK just doesn't fit.
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So, Mike pointed out to me that Total Focus makes a significant difference and is a great follow up to KB, after considering the mez and damage TF offers I somewhat agree with him. I think I'll be trying it out. Although i'm still a bit weary of the 3 second cast. What do you think?
This is the build i'm looking at throwing up on test in a few days.
How is your build coming along, Jamus?
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My build is finally finished just got to try to earn the Inf to actually build it lol.
So, Mike pointed out to me that Total Focus makes a significant difference and is a great follow up to KB, after considering the mez and damage TF offers I somewhat agree with him. I think I'll be trying it out. Although i'm still a bit weary of the 3 second cast. What do you think?
This is the build i'm looking at throwing up on test in a few days. How is your build coming along, Jamus? |
If you are /ea you want tf, it hits way to hard in pvp to skip.
You can skip levitate seeing you have power push to make room for tk. Pick up and extra power and more slots. Surprisingly terrify is not a horrible power in pvp. Much how squishies are wrecked by stuns because they can't get any real resistance to it, alot of melee toons have a fear hole in their resistance. I would sneak one of those new slots you pick up in the tk for lev exchange and at least add the hold piece from unbreakable to dominate. Slotting hold duration is vastly underrated in this day in age. I can see slotting non control toons for all damage no duration but for trollers and doms, especially with pb it very noticeable.
Duel me.
I will work on my sig pic more when I have time.
If you are /ea you want tf, it hits way to hard in pvp to skip.
You can skip levitate seeing you have power push to make room for tk. Pick up and extra power and more slots. Surprisingly terrify is not a horrible power in pvp. Much how squishies are wrecked by stuns because they can't get any real resistance to it, alot of melee toons have a fear hole in their resistance. I would sneak one of those new slots you pick up in the tk for lev exchange and at least add the hold piece from unbreakable to dominate. Slotting hold duration is vastly underrated in this day in age. I can see slotting non control toons for all damage no duration but for trollers and doms, especially with pb it very noticeable. |
Aren't we already hitting the PvP cap for hold duration once we use Power boost though? One of the reasons why I didn't slot for any mez duration.
I have just started levelling a mind/nrg dom with pvp in mind. I've tried to make a build but have run out of slots very quickly and have no idea what to do. any tips would be greatly appreciated!
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Levitate KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), Thundr-Acc/Dmg/Rchg(3), KinCrsh-Dmg/EndRdx/KB(5), Thundr-Acc/Dmg(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Power Bolt Acc-I(A)
Level 2: Mesmerize FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(13), Dev'n-Acc/Dmg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Dmg/Rchg(37)
Level 4: Power Push Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg(11), Dev'n-Dmg/Rchg(11)
Level 6: Hurdle Jump-I(A)
Level 8: Hasten RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 10: Confuse Mlais-Acc/Conf/Rchg(A), Mlais-Acc/Rchg(43), Mlais-Acc/EndRdx(46), Mlais-EndRdx/Conf(46), Mlais-Conf/Rng(50)
Level 12: Aid Other Heal-I(A)
Level 14: Super Speed Run-I(A), EndRdx-I(15), Run-I(15)
Level 16: Aid Self Mrcl-Heal/Rchg(A), Mrcl-Heal(17), Heal-I(17), IntRdx-I(19), IntRdx-I(19)
Level 18: Health Mrcl-Heal/EndRdx(A), Mrcl-Heal(27), Heal-I(50)
Level 20: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
Level 22: Power Boost RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Combat Jumping Krma-ResKB(A)
Level 26: Super Jump Jump-I(A), EndRdx-I(29), Jump-I(29), ULeap-Stlth(31)
Level 28: Total Focus Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33)
Level 30: Power Blast Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Dmg/Rchg(36)
Level 32: Mass Confusion Acc-I(A)
Level 35: Sniper Blast Empty(A), Empty(36)
Level 38: Power Burst Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Dmg/Rchg(40)
Level 41: Poisonous Ray Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
Level 44: Personal Force Field RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46)
Level 47: Scorpion Shield RedFtn-Def/EndRdx(A), RedFtn-Def(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx/Rchg(50)
Level 49: Acrobatics EndRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Domination
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