Suggestions for mind control


Argentae

 

Posted

My mind control/kin is nearing 50, and while I hated her from lvls 25-40, i've grown to like her again. Once I hit 47 and started slotting IOs, she esp. grew more fun to play. However, there are a few issues that I'm trying to work out with her and all the reading through the guides has made me a bit crosseyed. Therefore I thought I'd ask you all.

I play on a mac, so no cool mids cut/paste build but I can tell ya that I took every MC power except levitate and telekinesis. I like playing the more trollery-type style, so i hit groups with aoe holds/confusion. In terms of IOs, i've been 5-6 slotting the MC powers for +acc, +heal, and psy protection.

I think that without those two powerssets, however, my dmg is very low (even with FS). She's still hard to solo too, which i know shouldn't be right. I think there must be a better way

Do you have any suggestions or builds that could help?

thanks


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

Slot Terrify for Dmg. Hit them with Mass Hypnosis, FS them, then let loose with Terrify. Its not bad as far as dmg goes.


 

Posted

Levitate is a big damage power, it also provides mitigation. My general attack chain on my mind trollers is Dominate->Levitate->Hypnosis->Repeat

As for slotting terrify for damage... don't slot it as an attack. You're using IOs, so slot 3 Acc/Fear/Rech, 3 dam... or, even better, slot 3 Acc/Rech (available in the fear sets) and 3 Peroxizome dam/mez HOs This leaves it as your every-spawn control option, but also gives you good damage from it

What APP set are you using? I usually recommend Stone for Fissure, since the extra chance for stun gives you more AoE containment when Total Domination or Mass Confuse isn't up.


No

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I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

I didn't like Stone because the armor totally kills the concept. I hate that armor, although I really liked the powerset as a whole.

I took the next damagey-type set: fire. I thought fireball would be a nice dmg add and I liked the self-rez.

I would've taken ice but again, the ice armor kills the concept.


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

You could try (APP)Psi for concept. Psi-nado does almost as much damage as fireball (but it's all DoT). Also, you can get your psi protection that way instead of IOing out and focus on recharge bonuses instead.

Levitate is a good power to have: it gives you a second damage type besides psi (useful for enemies that have high psi resist) and having an extra 3-5 seconds of mitigation is pretty nice, too. If you want to nix it though, pick up an ST attack from your APP to fill out your attack chain.

Mind has weaknesses... Kin alleviates these somewhat. With IOs, the set plays the way it OUGHT to out of the box, which is probably why you're enjoying yourself more.

Anyway, here's one of my current builds... the one that gets me compliments from other players when they notice how much butt I'm kicking (sorry, had to brag ^_^):

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Patty-Sue Ivanova: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(34), Dev'n-Hold%(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(36)
Level 2: Levitate -- Apoc-Dmg(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(23), FrcFbk-Rechg%(23)
Level 4: Dominate -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(31)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(27), Mlais-Conf/Rng(29), Mlais-Acc/Conf/Rchg(29)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(31)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(15), P'ngTtl--Rchg%(21), P'ngTtl-EndRdx/Rchg/Slow(27)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), LkGmblr-Rchg+(17), Zephyr-ResKB(50)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19)
Level 20: Speed Boost -- EndMod-I(A), EndMod-I(43)
Level 22: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(36), G'Wdw-Acc/Rchg(36)
Level 24: Stamina -- EndMod-I(A), EndMod-I(46)
Level 26: Terrify -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37)
Level 28: Increase Density -- RechRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(46)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(40), CoPers-Conf/EndRdx(40)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-EndRdx/Rchg(43), LkGmblr-Def/Rchg(43), RechRdx-I(45)
Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), FrcFbk-Rechg%(50)
Level 49: Telekinesis -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 1.56% Defense(Fire)
  • 1.56% Defense(Cold)
  • 8.13% Defense(Energy)
  • 8.13% Defense(Negative)
  • 8.75% Defense(Ranged)
  • 3.13% Defense(AoE)
  • 2.25% Max End
  • 2.5% Enhancement(JumpSpeed)
  • 6.5% Enhancement(Confused)
  • 77.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(JumpHeight)
  • 5% Enhancement(Heal)
  • 95% Enhancement(Accuracy)
  • 9% FlySpeed
  • 95.4 HP (9.38%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Sleep) 4.95%
  • 27.5% (0.46 End/sec) Recovery
  • 38% (1.61 HP/sec) Regeneration
  • 9.13% Resistance(Fire)
  • 9.13% Resistance(Cold)
  • 9% RunSpeed

I'll note out of fairness that my "butt kicking" is more of a function of playstyle than just getting high-end shinies. However, those shinies help expidite the playstyle; specifically, I don't play as a Controller, but as a blaster with controls. But anything that won't die in a few hits will most certainly be contained.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Get Levitate
Slot Levitate, Mesmerize and Terrify for damage.
You are not going to be an AoE monster with Mind Control, even with Kin as a secondary, but you can do better than most in the single target department if you did the above.


 

Posted

Levitate is a must-have. My mind/kin is my first and my main and this is how I currently have him slotted:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

DrDnew: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(21)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(31)
Level 2: Levitate -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(11)
Level 4: Dominate -- HO:Perox(A), HO:Perox(5), HO:Perox(9), Lock-Acc/Hold(17), Lock-Acc/Rchg(23)
Level 6: Hover -- DefBuff-I(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(13), LkGmblr-Rchg+(31)
Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(31), Mlais-Acc/Conf/Rchg(40)
Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep/EndRdx(37)
Level 12: Hurdle -- Jump-I(A)
Level 14: Fly -- HO:Micro(A), HO:Micro(15), HO:Micro(15)
Level 16: Siphon Speed -- Acc-I(A)
Level 18: Health -- Heal-I(A), Numna-Heal(19), Numna-Regen/Rcvry+(19), RgnTis-Regen+(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(37)
Level 26: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-ToHitDeb%(43)
Level 28: Terrify -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(29), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(46)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(37), CoPers-Conf%(39)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(39)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Weave -- DefBuff-I(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(46), LkGmblr-Rchg+(46)
Level 47: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(50)
Level 49: Telekinesis -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


 

Posted

I like emperor's suggested build. As it's going now, i'm happy with the trollery results i'm getting now, but yeah the damage could use some help.

I've also decided to go with what seems the mutual consensus to get levitate. I respecced out of it somewhere around lvl20 because i was going for the more trollery aspects, but i think it would serve me better now to get the additional damage/single target mit. Yeah, i've been having a terrible time of it with robot-type bosses. Levitate would certainly help.

thanks all!


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

One small suggestion I would make to Emperor's build -- get the Contagious Confusion Proc and put it in Confuse (not Mass Confusion). It gives you a second part-time mass confusion power. The rest of the Coersive Persuasion purple confuse set can go in Mass Confusion, but the proc should go in the single-target version.

I have that proc in all three of my Illusion Controllers at 50, and just love it. It makes a single-target confuse power worth using in the middle of battle all the time, since you have a 1/3 chance of hitting others.


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

Quote:
Originally Posted by mintmiki View Post
I like emperor's suggested build. As it's going now, i'm happy with the trollery results i'm getting now, but yeah the damage could use some help.

I've also decided to go with what seems the mutual consensus to get levitate. I respecced out of it somewhere around lvl20 because i was going for the more trollery aspects, but i think it would serve me better now to get the additional damage/single target mit. Yeah, i've been having a terrible time of it with robot-type bosses. Levitate would certainly help.

thanks all!
IMO Fulcram Shift is underslotted.
I'd pull an End mod from Speed boost - 1 End mod works fine.
An End Red from Indom Will - you have Transference
I'd also pull a slot from flight.

Slot FS with 2 Acc and 3 Recharge.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Actually, Fulcrum Shift is kinda over-slotted; My BASE accuracy is already +95% and base recharge is +77.5% (right now i'm in the process of evening out those bonuses so I have more recharge at the expense of some accuracy). Throw in Siphon Speedx2, Hasten, and the occasional recharge bonus from Levitate and Psinado (Force Feedback procs), AND the slots I already have, and it's up at least twice a fight as it is and never misses. Why would I need to slot it more?

Indom wil has the LotG set in it for the bonuses. Removing the end redux one would deprive me of my 9% acc bonus, so, NO.

Flight is slotted as is for the bonuses from the Zephyr set. And i hate flying slow, so those enhancements stay in there.

The extra end mod in speed boost actually helps a great deal. When I actually DO remember to SB my team, they never run out of end. Ever. It is one of the places I could fudge a slot from if I needed to, however.

Sorry Psiphon, but since this isn't a farming build, i don't need fulcrum shift to be up every 10 seconds. And since it lasts for 60 seconds, and only takes 2 applications (or sometimes just 1 in a good sized mob) to reach the damage cap... it's already over-kill. No need to gimp half my powers. =)

As for Local_Man's suggestion on the CP proc, I don't think it's worth pulling a slot from anywhere else, but it IS a valid tactic. I persoanaly wouldn't use it, because there'll be those 5% of times where i only want to confuse one foe (for purely fun or strategic reasons), but that's just me.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Actually, Fulcrum Shift is kinda over-slotted; My BASE accuracy is already +95% and base recharge is +77.5% (right now i'm in the process of evening out those bonuses so I have more recharge at the expense of some accuracy). Throw in Siphon Speedx2, Hasten, and the occasional recharge bonus from Levitate and Psinado (Force Feedback procs), AND the slots I already have, and it's up at least twice a fight as it is and never misses. Why would I need to slot it more?

Indom wil has the LotG set in it for the bonuses. Removing the end redux one would deprive me of my 9% acc bonus, so, NO.

Flight is slotted as is for the bonuses from the Zephyr set. And i hate flying slow, so those enhancements stay in there.

The extra end mod in speed boost actually helps a great deal. When I actually DO remember to SB my team, they never run out of end. Ever. It is one of the places I could fudge a slot from if I needed to, however.

Sorry Psiphon, but since this isn't a farming build, i don't need fulcrum shift to be up every 10 seconds. And since it lasts for 60 seconds, and only takes 2 applications (or sometimes just 1 in a good sized mob) to reach the damage cap... it's already over-kill. No need to gimp half my powers. =)

As for Local_Man's suggestion on the CP proc, I don't think it's worth pulling a slot from anywhere else, but it IS a valid tactic. I persoanaly wouldn't use it, because there'll be those 5% of times where i only want to confuse one foe (for purely fun or strategic reasons), but that's just me.
Horses for courses I guess but I have to disagree, the reason to play a Kin it the self buffs - high recharge and high damage - IMO the build posted doesn't quite deliver.

The changes I would make to your build to optimize it - IMO of course

Siphon Speed - this is a cornerstone power - slot 1 or 2 Acc and 3 recharge. With Hasten you will be able to have it stacked 3 to 4 times (roughly 50% at x4) for 60 to 80% recharge.

Transfusion - slot 1 Acc and 5 Doctored Wounds for the 5% recharge. I hardly ever miss.

Transferance - Eff Adaptors for the recharge.

Fulcram Shift - 1 or 2 Acc (dependant on bonuses) and 3 recharge. As you said it's not a farming build but the OP want more damage output and this is the best damage buff in the game. Between FS and SP it's still impossible to maintain the damage cap all the time even with high recharge and x8 missions so the more often this is up to try to maintain the cap the better.

SB - even with one slot I've never not been able to keep some ones End boosted and you have transference - if it did happen I'd say that person needed a respec.


Overall I think that you've spent too much effort on set bonuses when the powers that you're putting them in if properly slotted would offer more benefit.

Again all in my opinion.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Okay, but you don't NEED 3 recharge in FS with my build. It's ALREADY double-stacked (and you're at the damage cap) 90% of the time. That's 2 or 3 slots that can be used to enhance other powers.

Also, there's this thing called ED that makes more and more recharge more and more useless. For example, after re-tweaking my build, I'm looking at 87.5% global recharge. Fulcrum Shift's BASE recharge, without ANY enhancements, is already 32 seconds.

Add ONE recharge redux, and it's down to 21.6. It's already perma-doubled. Turn on Hasten and one application of siphon speed and it's down to 18.8 seconds. Right now, i can ALREADY tripple-stack it. Adding another recharge redux enhancements only takes two seconds off the recharge time. The third one takes off LESS THAN ONE SECOND.

Reducing one power's effectiveness by 30% is NOT worth a half a second of recharge in a power when my damage is already capped!

See where I'm going with this? Sure, ONE more recharge redux might help a little, but the third is completely, 100% wasted.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Okay, but you don't NEED 3 recharge in FS with my build. It's ALREADY double-stacked (and you're at the damage cap) 90% of the time. That's 2 or 3 slots that can be used to enhance other powers.

Also, there's this thing called ED that makes more and more recharge more and more useless. For example, after re-tweaking my build, I'm looking at 87.5% global recharge. Fulcrum Shift's BASE recharge, without ANY enhancements, is already 32 seconds.

Add ONE recharge redux, and it's down to 21.6. It's already perma-doubled. Turn on Hasten and one application of siphon speed and it's down to 18.8 seconds. Right now, i can ALREADY tripple-stack it. Adding another recharge redux enhancements only takes two seconds off the recharge time. The third one takes off LESS THAN ONE SECOND.

Reducing one power's effectiveness by 30% is NOT worth a half a second of recharge in a power when my damage is already capped!

See where I'm going with this? Sure, ONE more recharge redux might help a little, but the third is completely, 100% wasted.
This is one of those on paper versus real life or at least virtual life scenarios.

What you've said makes perfect sense, however a few points:

You assume Perma Haste but it isn't permanent until you start stacking Siphon Speed.
Siphon Speed takes a while to get cranked up and falls away quickly.
Siphon Speed has a to hit check so you can miss.
While in combat you might need to prioritise a heal or control over a Siphon Speed.

All of the above will happen over the course of a mission and have an effect on the availability of FS and so your damage output.

I ran some tests while I was at about 40% Global recharge with FS 2 and 3 slotted and found enough difference to merit the slot.

Being able to take a slot from FS would be useful so I'll run the tests again now that I'm at 90% Global - for the above reasons though I doubt I'll be able to.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Nemu_ View Post
Get Levitate
Slot Levitate, Mesmerize and Terrify for damage.
You are not going to be an AoE monster with Mind Control, even with Kin as a secondary, but you can do better than most in the single target department if you did the above.
I'd recommend AGAINST this advice. Playing a /Kin, with Fulcrum Shift you'll be at or near damage cap almost all the time so slotting those for damage will have very little effect when FS'd. I could see maybe the two single-targets, because the times you are likely to be at a low Damage Bonus are when finishing off a single boss or something. But Terrify... I disagree.

My Fire/Kin/Stone has all his powers slotted for control, and not only am I doing the same damage as Fire/Kin's slotted for damage, I have a cheaper build with safer/better control.


 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
My Fire/Kin/Stone has all his powers slotted for control, and not only am I doing the same damage as Fire/Kin's slotted for damage, I have a cheaper build with safer/better control.
FS can make up the diff. in damage so much that

slotting for control = slotting for dmg?

So then slot for recharge in FS and slot for control?


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

Quote:
Originally Posted by mintmiki View Post
FS can make up the diff. in damage so much that

slotting for control = slotting for dmg?

So then slot for recharge in FS and slot for control?
It obviously comes down to your playstyle and the types of missions you run.

However, if you can double stack FS and are fighting a decent number of enemies, control > damage. If you get off a capped FS, you're looking at being most, if not all the way to damage cap.

Slotting for damage will make sure that with one FS, you're damage capped as much as possible, but I think that outweighs the advantages you get from slotting control. Control sets are far cheaper and give good set bonuses.


 

Posted

I think others have said, if you're on the track of doing the most possible damage, the tools to look to are Levitate (which you don't have), Mesmerize (which you do, but you may not have slotted for dmg), and Terrify (ditto-- but also, it's tricky getting terrify damage contained on a consistent basis. Mass Hypnosis can be brought around to do it... so long as basically, you're soloing).


I dunno, I sort of think of myself as a kineticist with backup controls, on my Mind/Kin. Seeing orange numbers of your own is exciting, I realize, but unless you're solo, it's a terrible measure of your effectiveness, assuming you have a de/buff set in your repertoire.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
I'd recommend AGAINST this advice. Playing a /Kin, with Fulcrum Shift you'll be at or near damage cap almost all the time so slotting those for damage will have very little effect when FS'd. I could see maybe the two single-targets, because the times you are likely to be at a low Damage Bonus are when finishing off a single boss or something. But Terrify... I disagree.

My Fire/Kin/Stone has all his powers slotted for control, and not only am I doing the same damage as Fire/Kin's slotted for damage, I have a cheaper build with safer/better control.
FS comes at 38 and not everyone plays their toons post FS levels all the time. Looking at the big picture, mind has enough controls available to allow for slotting some of the powers for damage rather than control.

If you are focused purely on the end game and you can guarantee yourself to be at the damage cap consistently sure. Go nuts slotting all those powers for more control. Remember though that terrify, unlike hotfeet, is a cone power and needs positioning. It is also more likely used as an opener before a new casting of FS right in the middle of a new spawn. So at those times if FS wears off, slotting it for damage isn't too terrible an idea.


 

Posted

Quote:
Originally Posted by Nemu_ View Post
FS comes at 38 and not everyone plays their toons post FS levels all the time. Looking at the big picture, mind has enough controls available to allow for slotting some of the powers for damage rather than control.

If you are focused purely on the end game and you can guarantee yourself to be at the damage cap consistently sure. Go nuts slotting all those powers for more control. Remember though that terrify, unlike hotfeet, is a cone power and needs positioning. It is also more likely used as an opener before a new casting of FS right in the middle of a new spawn. So at those times if FS wears off, slotting it for damage isn't too terrible an idea.
Terrify has an enormous arc though (90 degrees) so the only position you have to worry about generally is that they're in front of you. I also find for me it comes after a combo of Mass Hypnosis and Total Dom or a Mass Confusion. I rarely open with it due to the retaliation you're likely to receive.


 

Posted

I know this thread went dead a while ago, but the mind/kin's been a slow and ongoing process for me. I'm still pretty much a newb about these things so I'm sure there are tons of problems.

Here it is:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
maud: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Mesmerize

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Endurance
  • (46) Devastation - Chance of Hold
Level 1: Transfusion
  • (A) Touch of the Nictus - Healing
  • (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (7) Touch of the Nictus - Accuracy/Healing
  • (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (9) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 2: Levitate
  • (A) Kinetic Crash - Damage/Knockback
  • (11) Kinetic Crash - Accuracy/Knockback
  • (11) Kinetic Crash - Recharge/Knockback
  • (13) Kinetic Crash - Recharge/Endurance
  • (13) Kinetic Crash - Damage/Endurance/Knockback
  • (46) Kinetic Crash - Accuracy/Damage/Knockback
Level 4: Dominate
  • (A) Unbreakable Constraint - Hold
  • (15) Unbreakable Constraint - Hold/Recharge
  • (15) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (17) Unbreakable Constraint - Accuracy/Recharge
  • (17) Unbreakable Constraint - Endurance/Hold
Level 6: Hasten
  • (A) Recharge Reduction IO
Level 8: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep
  • (19) Fortunata Hypnosis - Sleep/Recharge
  • (19) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (21) Fortunata Hypnosis - Accuracy/Recharge
  • (21) Fortunata Hypnosis - Sleep/Endurance
Level 10: Confuse
  • (A) Coercive Persuasion - Contagious Confusion
  • (23) Coercive Persuasion - Confused/Recharge
  • (23) Coercive Persuasion - Confused
  • (25) Coercive Persuasion - Accuracy/Confused/Recharge
  • (25) Coercive Persuasion - Accuracy/Recharge
Level 12: Recall Friend
  • (A) Time & Space Manipulation - Endurance
Level 14: Super Speed
  • (A) Celerity - +Stealth
  • (27) Winter's Gift - Slow Resistance (20%)
  • (27) Celerity - RunSpeed
Level 16: Siphon Speed
  • (A) Impeded Swiftness - Endurance/Recharge/Slow
  • (45) Impeded Swiftness - Range/Slow
  • (45) Impeded Swiftness - Chance of Damage(Smashing)
Level 18: Hurdle
  • (A) Jumping IO
Level 20: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (29) Numina's Convalescence - Endurance/Recharge
  • (29) Numina's Convalescence - Heal/Recharge
  • (31) Numina's Convalescence - +Regeneration/+Recovery
Level 22: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Recharge
  • (33) Luck of the Gambler - Endurance/Recharge
  • (33) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (34) Efficacy Adaptor - Accuracy/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy
  • (36) Efficacy Adaptor - EndMod/Endurance
Level 26: Speed Boost
  • (A) Recharge Reduction IO
Level 28: Total Domination
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (36) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
  • (37) Basilisk's Gaze - Endurance/Recharge/Hold
  • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Chance for Recharge Slow
Level 30: Terrify
  • (A) Glimpse of the Abyss - Endurance/Fear
  • (37) Glimpse of the Abyss - Accuracy/Recharge
  • (39) Glimpse of the Abyss - Accuracy/Endurance
  • (39) Glimpse of the Abyss - Fear/Range
  • (39) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 32: Mass Confusion
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (40) Malaise's Illusions - Endurance/Confused
  • (40) Malaise's Illusions - Accuracy/Endurance
  • (40) Malaise's Illusions - Confused/Range
  • (42) Malaise's Illusions - Accuracy/Confused/Recharge
Level 35: Transference
  • (A) Energy Manipulator - Chance to Stun
  • (43) Performance Shifter - Chance for +End
  • (43) Performance Shifter - EndMod/Accuracy
  • (45) Performance Shifter - Accuracy/Recharge
Level 38: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (43) Accuracy IO
Level 41: Siphon Power
  • (A) Recharge Reduction IO
Level 44: Fire Ball
  • (A) Positron's Blast - Chance of Damage(Energy)
Level 47: Fire Shield
  • (A) Impervium Armor - Resistance
  • (48) Steadfast Protection - Knockback Protection
  • (48) Steadfast Protection - Resistance/+Def 3%
  • (48) Impervious Skin - Status Resistance
  • (50) Impervium Armor - Psionic Resistance
  • (50) Aegis - Psionic/Status Resistance
Level 49: Rise of the Phoenix
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment

What do you think?


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

and now it is my turn to ressurect a dead thread. I was just lurking through the forums and came across this one. I have a mind/kin....lvl 36 I think I cannot remember. Anyway, I only write here to ask why the OP slogged painfully through 25-40. IIRC it was an easy ride for my mind/kin.

Just asking for no other reason then I was bored, the wife is away and I am curious?


 

Posted

I can see a few issues with the build above, really not sure about the reasoning about a lot of the slotting. Why 5 slotted Stealth instead of just a + stealth IO in SS?

Why Rise of the Phoenix?

Why 3 slot Super Speed, and only have a single io that affects the recharge (and a tri-aspect at that) for Siphon Speed? The +Rech from Siphon Speed is by far the primary use for the power to me, followed by the + movement buff. Focusing on the slow aspects of it seems... Odd, to me.

Siphon Power has only a rech IO?

Fireball has only dmg proc? No other slotting at all?

Only *1* slot for Hasten?

LOT of question marks there for me, seems like the intent is to count on FS for all dmg enh?

Problem with that come when you have smaller spawns (or single hard targets) and can't get enough FS buffs to do the job.

Mind/Kin is all about speed... You should be stacking the Siphon Speed icons as much as possible, who needs to slot run enh in Super Speed when a single hit with Siphon Speed will have you maxed?

Anyway, my Mind/Kin hit 50 long before IO sets existed, and I've never really sat down to put together an optimum build for her, but I'm pretty sure the results would look a lot different . Everyone has totally different priorities, and those priorities and your play style can certainly lead to some radically different builds, so my comments above simply reflect my different opinion/priorities.

In my experience Mind/Kin is a fun, fast and furious build. Great fun to solo, and a huge benefit to a team if well played. Very VERY busy though, and needs a high level of acc more than almost any other build I've played, almost everything you do has a tohit roll.

:: shug ::

:: Tosses 2 shiny coins in hat ::


 

Posted

Yeah, I'd agree that the build above has some very odd choices. The order and timing of the powers is a bit odd -- I would move a lot of things around and substantially change the slotting. Here's just a few I noticed:

Mezmerize: Chance for Hold . . . most of the time, my attack chain is Dom-Mez-Lev. Mez is a Mag 4 sleep, so bosses can be controlled. That proc is doing very little there. Would do better putting that slot somewhere else.

Levitate: Primary damage power, but the Kin Crash set is low on damage. Yeah, it has some nice bonuses, but you can make up for those to some degree and still slot for damage.

Dominate: I would rather put the purple Hold set in Total Domination and slot this for some Damage with the Hold, Acc and Rech. 4 Basilisk Gaze + some Acc and Damage in the last two slots works. (I like Acc/Dam and Dam/Mez Hami-Os)

Hasten: Only 1 slot? Huh? When the reason for 6 slotting the Kin Crash set is 7.5% recharge? I don't get it.

Super Speed: Why slot this for speed when you have Siphon Speed to get you to the run speed cap?

Speaking of Siphon Speed: It needs Acc and Recharge, which the Slow sets are somewhat lacking. I generally use common IOs. 2 Acc, 2-3 Rech.

Health: Weird slotting -- End/Rech??? The only slotting that helps this power is Heal. He would do much better with just the Numina's Heal and the proc, and then the Heal/End and Heal/Rech . . . or use two slots somewhere else.

Stealth: A useless power pick if you have a +Stealth IO in Super Speed. And way over-slotted as the defense is small. If you want a mule for a LotG Recharge, take Combat Jumping later in the build -- it at least gives Immob protection. If you want Defense, then go for Maneuvers to help the team.

Stamina: Save the 6 Efficiency Adaptor set for Transference. Perf Shifter proc and EndMod, and two other Perf Shifter with EndMod go here. Or if you are tight on slots, trade out those last two for one Common EndMod.

Speed Boost: Recharge?? When it recharges so fast already? A single EndMod is good enough.

Total Dom: See Dominate.

Terrify: Best source of AoE damage. Go for Damage and Recharge, and only add fear if you have spare slots.

Transference: 6 Efficiency Adaptors

Fulcrum Shift: I prefer 2 Acc, 2-3 Rech.

Siphon Power: 1 Acc minimum, prefer 2 Acc, then 2 Rech and maybe some EndRdx.

Fireball: Why take it if you don't slot it?

Fire Shield: This is just odd slotting.


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

Kinetic Crash in Levitate is actually not quite as oddball as it may seem at first. Slotting +KB in Levitate results in an increased Knock Up magnitude that makes the duration of the toss last longer, keeping the enemy out of the fight. With enough knock up and recharge it becomes possible to chain Levitate on itself to keep an enemy permanently occupied. It also lets you toss enemies that tend to resist knockup (e.g. those giant Malta tanks). 6-slotting Kin Crash increases the Knock Up mag of Levitate from 12-ish to around 36.

The second motivation is price. You can get the Kin Crash set (and thus +7.5% recharge) at a pittance compared to other sets; I think when I had it slotted I paid less than what I would have for comparable SOs. It's a great set to pick up for ultra cheap builds (particularly on teaming characters who need the mitigation and extra recharge more than the damage). I do usually replace it once the toon is better established or if I decide to solo often, though.