Mind/Elec skippable Powers
It's going to be tight.
My recommendation is to make sure that your travel power is Super Speed so that you don't have to take Hasten as additional pool power.
As for the powers in your primary and secondary:
Must
Dominate, Build Up, Lightning Bolt, Terrify, Mass Confusion, Charged Bolts
Good
Confuse, Mezmerise, Levitate, Static Discharge, Havoc Punch
Good, but either situational or skippable
Mass Hypnosis, Telekinesis, Total Domination, Charged Brawl, Zapp, Voltaic Sentinel
Bad
Thunder Strike
Of course, opinions may vary.
It's going to be tight.
My recommendation is to make sure that your travel power is Super Speed so that you don't have to take Hasten as additional pool power. As for the powers in your primary and secondary: Must Dominate, Build Up, Lightning Bolt, Terrify, Mass Confusion, Charged Bolts Good Confuse, Mezmerise, Levitate, Static Discharge, Havoc Punch Good, but either situational or skippable Mass Hypnosis, Telekinesis, Total Domination, Charged Brawl, Zapp, Voltaic Sentinel Bad Thunder Strike Of course, opinions may vary. |
As Mind/Elec you should be in melee. Mind has the tools to let you get up close and personal, and Elec really shines when in punching distance.
Must haves are: Dominate, Charged Bolts, Havoc Punch, CHarged Brawl, Build Up, Terrify, Mass Hypnosis, Mass Confusion, Zap (as a Dom builder and IO mule only).
Good but not essential are: Confuse, Levitate, Mesmerize, Static Discharge, Voltaic Sentinel.
Skipable: Thunder Strike, Telekinesis, Total Domination.
I come at this from a different perspective, building more towards control (aka all mind control powers) That said, here's some points:
Mesmerize: Meh. It's mag 6, so it can hold everything up to, and INCLUDING, most AV's, but you can't hit the target, and re-layering gives an opening for enemies to counter-attack. If you take it, spare the slots until later. I'd advise to take it later.
Levitate: I'm torn here. Damage is okay, but the high knock up means it will give a sure-fire 6-10 seconds time-out to the target. Functions fine with just an accuracy, but damage is good to. (Not a priority) As you lack an immobilize, this is great for runners, including running bosses.
Dominate: MUST. Fast activation on a good hold.
Confuse: MUST. What makes you a mind controller? You make people do stuff you want them to do. This has excellent duration, turns 'problem targets' into helpful targets, and is one of the only mezzes that works easily vs. widows. Longbow ballistas? Susceptable to confuse. Wardens? Confuse 'em. (Note: confused bosses that summon pets become the primary target of their summoned pets.) Sky Raider generators? Buffs! Nullifiers? They debuff their whole group for YOU. Tsoo sorcerers? Healing pets. Romans surgeons? Same. Just beware of Nemesis, huntsmen, banes, and Longbow officers...they resist this.
Mass Hypnosis: the alpha-breaker, the "add-on" subtractor, undervalued by most. This causes no aggro to you, and has good duration. I love it, with high recharge, it's up extremely consistently. You know about the sleep breaking I'm sure, so this is best used pre-emptively, or when an ambush comes, or when you think another group is too near. Sleeping eyes don't see.
Telekenisis
An auto-hit toggle hold. Meh. I love it for layered holds, or grouping a tight group in a corner for AoE goodness. The repel spread enemies, which is problematic. The cost is high. The recharge is long. But, it's an auto-hit toggle hold that keeps a target and friends away from you. This one could be skipped.
Total domination: This one's a 'maybe' depending on how good your control is. It's your stop sign. Duration is short, recharge is long, and aggro is there. But it makes most stuff stop just long enough for some single target controls to go down to lighten what would be a bad aggro load. Also, It's good for hold layering. also, it's handy early on. As a panic button.
Terrify: Your reliable group control...ish thing. Use wisely. The damage is aggro-inducing, but it basically does short-lived immobilization and hold, with windows in which they can stop shuddering, make a shot, then go back. The cone is huge, so placement is not so much about who you don't hit, but who you hit. Honestly, this feels like a 180 degree cone sometimes. It's huge, and up extremely often. This power SIGNIFICANTLY cuts down on counter-attacks, but is less effective against attacked targets.
Mass Confuse: MUST. All your enemies are your pets. No aggro, big AoE, on decent range. Some complain of this thing as an 'xp leech.' They are wrong. This is step #1, many times. Mass confuse, then terrify or sleep, they can't damage each other much, and when they do, it's just to save you time. Oh, and if you damage a confused target at all, you get a good bit more xp then you 'deserve.' (That is, the xp return is disproportianally high to the amount of damage you deal.)
Anywise, thet's my take on mind/.
Thanks for some of the opinions and thoughts, I pulled out a new build I might try, it seems fun, but I am not sure. It is perma-dom and perma hasten(just barely). So what do you guys think?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mesmerize -- Acc/Rchg-S:50(A), EndRdx/Sleep-S:50(5), Acc/EndRdx-S:50(21), Sleep/Rng-S:50(31), Acc/Sleep/Rchg-S:50(31)
Level 1: Charged Bolts -- Acc/Dmg-S:35(A), Dmg/EndRdx-S:35(3), Dmg/Rchg-S:35(40), Dmg/EndRdx/Rchg-S:35(43), Heal%-S:35(46)
Level 2: Charged Brawl -- Acc/Dmg-S:50(A), Dmg/Rchg-S:50(3), Acc/Dmg/Rchg-S:50(5), Acc/Dmg/EndRdx-S:50(15), Dmg/EndRdx/Rchg-S:50(25), Acc/Dmg/EndRdx/Rchg-S:50(50)
Level 4: Dominate -- Rchg/Hold-S:30(A), Acc/Rchg-S:30(7), Acc/Hold-S:30(7), EndRdx/Rchg/Hold-S:30(34), Acc/EndRdx/Rchg/Hold-S:50(34)
Level 6: Confuse -- Acc/Rchg-S:50(A), EndRdx/Conf-S:50(9), Acc/EndRdx-S:50(9), Conf/Rng-S:50(34), Acc/Conf/Rchg-S:50(37)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11), RechRdx-I:50(39)
Level 10: Havoc Punch -- Acc/Dmg-S:50(A), Dmg/Rchg-S:50(13), Acc/Dmg/Rchg-S:50(13), Acc/Dmg/EndRdx-S:50(15), Dmg/EndRdx/Rchg-S:50(25), Acc/Dmg/EndRdx/Rchg-S:50(50)
Level 12: Mass Hypnosis -- Plct%-S:50(A), Sleep/EndRdx-S:50(17), Sleep/Rchg-S:50(17), Acc/Sleep/Rchg-S:50(21), Acc/Rchg-S:50(36)
Level 14: Super Speed -- Stlth-S:50(A)
Level 16: Build Up -- ToHit-S:50(A), ToHit/Rchg-S:50(19), ToHit/EndRdx/Rchg-S:50(19), EndRdx/Rchg-S:50(40), Rchg-S:50(43)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Health -- Heal-I:50(A)
Level 22: Stamina -- EndMod-S:50(A), EndMod/Rchg-S:50(23), EndMod/Acc-S:50(23), End%-S:50(43)
Level 24: Combat Jumping -- Rchg+-S:30(A), ToHit+-S:30(45)
Level 26: Terrify -- Acc/Rchg-S:30(A), Acc/EndRdx-S:30(27), Acc/Fear/Rchg-S:30(27), EndRdx/Fear-S:30(37), Fear/Rng-S:30(37)
Level 28: Static Discharge -- Acc/Dmg-S:50(A), Dmg/EndRdx-S:50(29), Acc/Dmg/EndRdx-S:50(29), Dmg/Rchg-S:50(31), Dmg/Rng-S:50(50)
Level 30: Super Jump -- Empty(A)
Level 32: Mass Confusion -- Conf-S:50(A), Conf/Rchg-S:50(33), Acc/Conf/Rchg-S:50(33), Acc/Rchg-S:50(33), Conf/EndRdx-S:50(46)
Level 35: Zapp -- Acc/Dmg-S:50(A), Dmg/EndRdx-S:50(36), Acc/ActRdx/Rng-S:50(36), Dmg/ActRdx/Rchg-S:50(40), Dmg/EndRdx/Rchg-S:50(46)
Level 38: Voltaic Sentinel -- Acc/Dmg/EndRdx-S:50(A), Acc/Dmg/EndRdx-S:50(39), Dmg/EndRdx-S:50(39)
Level 41: Scorpion Shield -- Def/EndRdx-S:50(A), EndRdx-S:50(42), Def-S:40(42), Def/EndRdx/Rchg-S:50(42), EndRdx/Rchg-S:50(45), Rchg+-S:50(45)
Level 44: Personal Force Field -- RechRdx-I:30(A)
Level 47: Summon Tarantula -- Acc/Rchg-S:50(A), Acc/Dmg/Rchg-S:50(48), EndRdx/Dmg/Rchg-S:50(48), Acc/Dmg-S:50(48)
Level 49: Acrobatics -- KBDist-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 3.44% Defense(Energy)
- 3.44% Defense(Negative)
- 3.13% Defense(Ranged)
- 4.5% Max End
- 2.2% Enhancement(Terrorized)
- 5% Enhancement(Sleep)
- 47% Enhancement(Accuracy)
- 6.5% Enhancement(Confused)
- 106.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 61 HP (6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5.25%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 19% (0.32 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 1.26% Resistance(Energy)
- 3.76% Resistance(Negative)
- 5% RunSpeed
- 1.5% XPDebtProtection
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I was originally going to make a Mind/Psi myself, but then I switched to Mind/Elec because with all the Psi resistance Redside in the Arachnos troops I didn't want to limit myself to one type of damage.
(And also when I rolled my Mind Dom power customization hadn't hit yet and the combination of mind control/red lightning reminded me of a Sith from Star Wars. )
Ideally, someday, I'd like to take her along and run on the ITF and Lord Recluse SF.
She's done well so far, though I may need to change my settings somewhat as she's been dying a fair amount lately. She's level 27.
Debating on Build Up or Levitate for Level 28 power.
My COX Fanfiction:
Blue's Assembled Story Links
Good day all, I got me a Mind/elec dom, that has been a the shelf for a little while now and I am wanting to get back into the swing of it.
I am planning to do a respec of him to tighten up the build since, when I was playing him I felt it kinda mish mashed in his 30's.
So any help would be great I will try to make the build as he is now, but I will be going off memory.