Suggestions for mind control


Argentae

 

Posted

Necrorez.... Anyhow, I got no questions and all help, I'll whip together an opt build. I've played both sets and have good know-how of how each works, I would have to say though, it's time to think maybe you should just make a Dom and xfer blue in August. I like the set up for Doms better and you don't have to worry about sticky defender sets. Just some fruit for thought. I'll post both suggestions and explain.


 

Posted

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Mental-Meltdown: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(11)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(13), Lock-%Hold(15)
Level 4: Repel -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(17), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(19)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(21), Mlais-Acc/EndRdx(21), Mlais-Conf/Rng(23), Mlais-Dam%(23), CoPers-Conf%(25)
Level 8: Mass Hypnosis -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(25), FtnHyp-Acc/Rchg(27), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Sleep/Rchg(29)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(29), RechRdx-I(31), RechRdx-I(31)
Level 12: Hurdle -- Jump-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Total Domination -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-Rchg/Hold(34), Lock-%Hold(34)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(36)
Level 22: Maneuvers -- LkGmblr-Rchg+(A)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42)
Level 26: Terrify -- Abys-Acc/Rchg(A), Posi-Dam%(31), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(37), Abys-Fear/Rng(37), Abys-Dam%(37)
Level 28: Inertial Reduction -- Jump-I(A), Jump-I(36)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(45)
Level 35: Transference -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(39), EnManip-Stun%(40), Efficacy-EndMod(42), P'Shift-EndMod(43)
Level 38: Fulcrum Shift -- Acc-I(A), EndRdx-I(39), EndRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(43), LkGmblr-Rchg+(48)
Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx(46)
Level 47: Psionic Tornado -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Rchg/KB(50), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run

I have to say again this is very sticky.... if you do too much of anything, you can destroy the build... d*** kin.... XD I still don't like the outcome, you have little to no resist, and charges on things are just a bit too high for mind control, compared to plant when it's confuse cone is up in about 11s. None the less this is it, maxed for acc and recharge the two most important things in my eyes.... No since in having powers that wont hit. Plenty of control and psi nado for some what of a imm since the set lacks it.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
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.
The original post of this necro-thread talked about how the OP was low on damage and had trouble playing solo. While the Kin Crash is a nice set for a control-heavy team-oriented build, if you want to solo and/or do some damage, a huge part of that damage comes from Levitate.

. . . And I don't think he was concerned about budget, with all the purples in his build.


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 Local_Man View Post
The original post of this necro-thread talked about how the OP was low on damage and had trouble playing solo. While the Kin Crash is a nice set for a control-heavy team-oriented build, if you want to solo and/or do some damage, a huge part of that damage comes from Levitate.

. . . And I don't think he was concerned about budget, with all the purples in his build.

Sure, but he is (or was) a Kin. The difference between Kin crash and, say, Thunderstrike here is only about 30% Damage (10 points of damage or so at 50). Once you layer Fulcrum Shift on that the difference is minimal because you run hard into the ED cap.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Sure, but he is (or was) a Kin. The difference between Kin crash and, say, Thunderstrike here is only about 30% Damage (10 points of damage or so at 50). Once you layer Fulcrum Shift on that the difference is minimal because you run hard into the ED cap.
OK, that's a good point.


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

How much does it cost to put one of these builds together? This Mind/Kin is my first Blue-side toon so I don't have anything to work with. I don't have much infamy on red-side either. However, I did just read

http://boards.cityofheroes.com/showt...226514&page=15

I wonder if I should try to start doing that now or if its easier to wait till 50.